BorisTheBrave / grids
Sample code for working with regular hexagon and triangle grids
☆55Updated last year
Related projects ⓘ
Alternatives and complementary repositories for grids
- Procedural Wind Erosion / Abrasion / Suspension / Cascading / Aeolian Process Simulation☆72Updated last year
- ☆32Updated 5 years ago
- Classes and functions to deal with hexagonal grids.☆46Updated 3 years ago
- An implementation of heightmap-based terrain generation algorithms.☆33Updated 5 years ago
- A procedural function that generates dendritic patterns and is locally computable.☆75Updated last year
- Python3 / C++23 Geomorphology Simulation Library and Toolbox☆54Updated last week
- A Procedural + Directed Game Art Generator☆35Updated 10 months ago
- The Real-Time World Generation projekt aims to provide a tool for world/terrain generation based on prozedural algorithmes and cellular a…☆58Updated 5 years ago
- Create Voronoi tessellation on surface of a sphere☆48Updated 8 years ago
- Convert terrain tiles to procedural corner Wang tilesets☆65Updated 7 years ago
- One week experiment: learn how to procedurally generate maps on a sphere. Code is messy but it runs.☆136Updated last month
- Example of cellular automata and procedural generation.☆38Updated 6 months ago
- Procedural map creator☆85Updated 2 months ago
- A simple island map generator configuration for MarkovJunior☆21Updated 2 years ago
- Procedural Plate Tectonics using Clustered Convection☆21Updated 2 years ago
- Vector math utilities for python.☆30Updated 4 years ago
- Tiny Climate Simulation☆27Updated 4 years ago
- Authors' implementation for the article "Orometry-based terrain analysis and synthesis", SIGGRAPH Asia 2019☆36Updated 2 weeks ago
- This program procedurally generates gas giant cubemap textures for the game Space Nerds In Space. https://www.patreon.com/smcameron☆110Updated 11 months ago
- Terrain Generator with Erosion☆40Updated 5 years ago
- A Python-based hexagonal world map generator☆150Updated 3 years ago
- Procedural Dungeon Generation with Python and Pygame☆68Updated 9 years ago
- A minimalist GUI to generate dune fields using cellular automaton.☆9Updated last year
- A C++ library of useful functions for simulating worlds☆13Updated this week
- Demo code for a blog post about field-of-view calculation☆21Updated 4 years ago
- An implementation of Hans Theobald Beyer's algorithm for simulated hydraulic erosion☆46Updated 3 years ago
- V1 of dual polygon-triangle mesh code used in redblobgames's projects from 2017 to 2022. V2 (not here) used from 2023 onwards.☆60Updated last month
- C++ delaunay library☆34Updated 11 years ago
- A "Pixelart like" voxel engine☆48Updated 4 years ago
- Procedurally generated voxel islands☆56Updated 2 years ago