Years ago I did paint my living room wall with a Voronoi graph: I marked random points, used a over-sized protractor to find the middle between points and then the edges before colouring the polygons. Lots of fun.
I’ve since used a Voronoi graph in a terraforming game prototype years ago and now again in what I think will become a Match 3 Game that requires a bit more thinking-ahead than usual in the genre.
Anyways, here’s the first screenshot I’d like to share, just a nice graph with no two neighbouring polygons having the same colour.
Graph-wise the centers are spread on an even grid and then given a little bit of wiggle.
Graphics-wise I only have a shader that runs on a cycle and multiplies with COLOR.rgb with a small value. I guess for the colour-blind I will add a pattern shader to have stripes, checkboard or cats for watermarks.
Removing a polygon, or rather it’s center, already works fine but I have to keep a dictionary of all the polygon centers and compare them with what the Delaunay lib by bartekd97 produces after recalculating the Voronoi. I might change the lib here so I can do removals and relaxation only within the library.
