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Question by vTrotta · Apr 14, 2015 at 10:12 PM · 2dvector3graphics

Drawing borders between an array of objects

I've been looking around for this anwser but i'm not quite sucessful wording it for google.

I want to draw mutually excluding 2d borders separating a serie of game objects from one another to do something like this:

alt text

Hence a few questions:

  1. How to detect what objects are the closest to an object from an array of objects (to calculate the midpoint afterward this way)?

  2. How would I proceed to fill those area with a transparent filter?

  3. How to give the whole thing a smooth and round aspect.

  4. Is there an asset that already does all or part of this? Vectrosity maybe?

It is for a Risk-like game, so objects won't move after startup. There is no need to find a way to optimize this calculation to be done on all frames.

English is not my main language so let me know if anything is unclear, I will gladly try to clarify my questions.

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Answer by tanoshimi · Apr 14, 2015 at 10:16 PM

You're describing a Voronoi tessellation. There are several existing C# libraries that implement Voronoi and Delauney triangulations (a related structure) - try Google.

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avatar image vTrotta · Apr 14, 2015 at 11:09 PM 0
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This is great. Thanks a lot! I now have an actual word to google. :)

avatar image Kronnect · Jan 30, 2016 at 04:18 PM 0
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I'd recommend Terrain Grid System as it comes with out-of-the box Voronoi tessellation functions and high-performance highlighting system (Delauney is great but it can't work with concave polygons).

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