Hi, welcome to the last in a series of articles where I discuss technical issues I had to overcome while working on the visuals of my game Syzygy. In this last part, we will tackle various miscellaneous topics that where left out in previous instances: every one of them is structured like a standalone chapter, so feel free to read only the ones you are interested in. Let's start with how the game background works.
Background
The main constraints envisioned for the backgrounds were the following:
- to be filled by procedural patterns defined as functions that take the position of a cell and return a color value;
- to have a unique one for every level;
- to look like a sea.
These requirements demanded a solution that could potentially have a very large number of variations, but deterministic in nature. I initially thought about using fluid-simulating cellular automata or fractals, but both turned out to be too computationally intensi
