This is an automated archive made by the Lemmit Bot.

The original was posted on /r/godot by /u/Long-Indication6112 on 2024-10-01 21:58:14+00:00.


While experimenting with algorithms to generate mazes or explore surfaces, I kept thinking about the organic meshes Oskar Stålberg created for “Townscaper”. I found someone else’s C++ implementation (credit attributed in my repo) and ported it to Godot 4.3.

It doesn’t adhere to the best practices and style guide, but if you want to play with a squishy organic grid, feel free :)