![]() ![]() Of course, we could use any web image format we like for that background (JPG, PNG, etc). Even if you only know a little CSS, you probably understand how easy it is to set up any image as a CSS tiling background. Repeating patterns have been a mainstay of web design from the earliest days of Geocities and MySpace ruled the prehistoric internet. In theory, combining the output from these tools with what you know about patterns should open up some exciting, new design possibilities. Then we’ll spin through 6 tools that take advantage of them. In this article, we’re going to start with a crash course on how SVG patterns work. While they’re often not widely understood, SVG patterns offer a lot of interesting design options once you understand their subtleties. As long as the probability of restarting is low enough, this rejection sampling method will be fairly efficient.SVG patterns could easily be thought of as an under-appreciated superpower of SVG. Then check if there are any holes, and if so, restart. Use any algorithm that will usually generate a hole-free asteroid. ![]() One advantage of this scheme is that it'll generalize in a fairly straightforward and efficient way to 3D shapes as well: just start with a randomized polyhedron and apply midpoint displacement to the faces.) (This will likely work best for fairly large N. The resulting shape will always be star-convex, and thus has no holes. This won't give you an exact area of N tiles, but you can always scale the radii up or down until you get the size you want. That is to say, use the algorithm to generate a random array of radii (with the same radius at each end) and then use those radii as distances from an arbitrarily chosen center point to the surface of your asteroid, as if you were plotting a radar graph. If you find any holes, move tiles from the edge of the asteroid to the interior to fill them.Īpply a midpoint displacement algorithm to a circle. Same as above, but delay the connectivity check until the end. In particular, you can start by only checking the existing immediate neighbors of the new tile if they're all contiguous, the new tile cannot bridge two separate parts of the edge.) (The connectivity check will probably be the most expensive part of this algorithm, although there are various ways to optimize it. Before adding each tile, check that adding it doesn't leave a hole inside the asteroid if it would, pick another tile instead. Start from a single center tile and randomly add new tiles that are adjacent to existing ones. Thus, instead of describing a single algorithm in detail, I'll just suggest a few approaches that should work, and let you pick whichever seems best to you: by starting from the top left corner and adding tiles from left to right and top down until you have N of them, but the resulting shape would probably not be a very realistic or "nice-looking" asteroid. Sure, in principle you could always generate an N tile solid shape e.g. There is no single definite answer to your problem, especially as the underlying task ("generate 2D asteroid shapes") is underspecified and fundamentally subjective. If 0 become True, less than 3 -> become False # set neighbors is the count of neighbors set to True # smoothen things out with cellular automata neighbor checking Mass_remaining -= 1 # remember to reduce available mass # make the grid size by size so any shape could fit # initial grid values empty and full mass left In the code below, I randomly place tiles and then use cellular automata to smooth and make sure there are no holes, but keeping the right number of True cells is the problem, especially since taking out random True cells to meet the correct size would likely create holes. I saw the question Randomly Generating Clusters in a 2d Array, but I can't think of a way to apply it to my use case since I need to know the amount of tiles that must be generated. How can I guarantee that there aren't holes in the output array and that the right amount of cells are True? ![]() ![]() The generator takes an int parameter, size, that should determine how many True cells will be in the 2D array. I am making an asteroid generator that creates a 2D array of bools. ![]()
0 Comments
Leave a Reply. |