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Here's some experimenting with voronoi patterns and stuff...  The goal is to create a setup to procedurally generate a labyrinth layout, as well as geometry: stone walls and some sort of overgrowth.  It could be a way to create filler content for a dungeon-crawler indie-game, when labor for content creation is limited.



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  • 2 months later...

That looks nice! How did you break up the edges while keeping the general shape of the stone blocks?

I suppose it's a two step workflow, breaking up the wall first with a pattern in which the voronoi cell points are all on the same height to avoid diagonal stones, diplace the result slightly for a more organic look and then break the edges in a forEach loop?

Did you use Voronoi for the edges or regular boolean operations?



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