@thomastc@mastodon.gamedev.place
Post #2156509
2026-03-30 15:58 UTC
@runevision Thank you, this made my day! 🤩 I didn't realise that the basic idea was so simple, with at best half-baked explanations of "gavoronoise" out there. You explained it clearly and succinctly.
In part 3 of the video, it seems like you're still using the absolute height value to decide whether something is a minimum or a maximum. Could the *second* derivative be used for that instead? I think it might work for stacked fading too.
Replies (1)
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@runevision@mastodon.gamedev.place 2026-03-30 18:01
@thomastc I'm glad you found the explanations helpful! :) About the fade target, you're right that altitude is not robust for the input fade target, since e.g. some valley could be higher up than some mountain peak. I'm not sure there's a perfect solution, and I kind of let it be up to the user to decide what to base the input fade target parameter on. I just base it on altitude in all my demonstrations. 1/?