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Question by pojomcbooty · Mar 27, 2018 at 08:24 PM · terrainplaneverticesprocedural generation

subdivide a plane? or switch to a terrain (procedural voronoi diagram)

Hi

I've built a 3d voronoi diagram of sorts, and worked out the backbone for a (not great) river through it using my own algorithm. I built a list of points (the black spheres in the diagram)

voronoi diagram with river points

from that I thought I could 'depress' a river in a plane, by finding the nearby vertices and lowering them a couple of units (where a water plane would then intersect) But from the screenshot (wireframe view) I can see this clearly won't work.

How could I subdivide the plane into smaller tris/polys ? and is that even a good idea ? I would then have to make sure I lower some of the nearby vertices too (if they lie between

Is there a better way to get a river to appear in a simple plane like this ? or could I swap it out for a terrain and maybe that's easier to work with in code ?

I have Gaia etc. but I want to do this completely in code where possible.

voronoi-river-points.png (316.2 kB)
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Answer by pojomcbooty · Mar 27, 2018 at 08:59 PM

I think I will go with a terrain instead, and something similar to this method: https://answers.unity.com/questions/11093/modifying-terrain-height-under-a-gameobject-at-run.html

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