For some of my map generator projects I use a polygon mesh structure. Sometimes I want to hide the polygons by changing their straight edges to be "noisy":

When I wrote about this in 2010, I didn't explain it that well. Now that I'm revisiting map generation, I decided to write a longer explanation. While doing so I studied the code from 2010 and found that it had a bug and also was somewhat convoluted. I decided to use a simpler variant of that, and wrote a page about the simpler variant instead of the original.

This is what the maps look like with noisy edges:

Here's the description of the algorithm, without code (sorry). If you want to see the code, it's the recursiveSubdivision function.

Labels: