I experimented with an algorithm which generates a penrose tiling. This pattern consists of 2 tiles: and is non-periodic (never repeats itself).
►Start demo
The current algorithm is still suboptimal, there remain gaps in the pattern. The algorithm works as follows: Before a tile is added, the local neighborhood is checked for upcoming conflicts. Since only a local environment is checked, there can still emerge conflicts (gaps) for the global pattern. To improve the algorithm, one could introduce heuristics or make it interactive: a user could remove pattern areas which contain gaps. Then the generating could be restarted in this areas. (The demo is inspired by an article in the journal Spektrum d.W.)
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2 Kommentare:
interessant. wurde das schon mal in einem Spiel benutzt?
Thanks! Nicht das ich wüsste. Den Gedanken, solche Kacheln in einem Spiel zu verwenden, hatte ich auch schonmal. Vielleicht wie in Go: 2 Spieler bauen Muster und muessen moeglichst viel Gebiet gegeneinander eingrenzen..
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