Closed ashleynewson closed 2 weeks ago
Minimal paths connecting playable areas could be identified by shrinking playable space until separate non-playable spaces meet.
Minimal paths could then be re-expanded by some amount to create a reserved space that semi-decorative obstructions must not be placed in.
The shrinking process could be biased with 2d noise to avoid unnatural looking cut-outs right in the middle of playable space.
This can borrow the Voronoi processing logic from the road generation work.
Done
Minimal paths connecting playable areas could be identified by shrinking playable space until separate non-playable spaces meet.
Minimal paths could then be re-expanded by some amount to create a reserved space that semi-decorative obstructions must not be placed in.
The shrinking process could be biased with 2d noise to avoid unnatural looking cut-outs right in the middle of playable space.