Table of Contents
Inspired by watabou’s post about Dyson Hatching[1], I wanted to try implementing it myself. Play with the settings. Drag a square image onto the diagram:
1 How this works#
First step is to scatter some points around. Second step is to generate cell boundaries:
Then paint a brush stroke at each point: , optionally clipped to the cell boundary.
2 More#
More things to try:
- For voronoi/cellular I render by clipping the lines. It would look better if I instead clipped the endpoints to the polygon, then render the lines unclipped. That way the line caps would show properly.
- Try varying the number of lines instead of the spacing between them. That way larger cells will receive more lines instead of widely spaced lines.
- Add rendering of dungeon rooms. I can either pick the seed points that are close the walls and render their hatches (clipping to not draw over the rooms), or I can make a distance field with a gradient so that areas far from the walls become transparent.
Source: dyson-hatching.js