
This article originally appeared in Dev.Mag Issue 21, released in March 2008.
One way to populate large worlds with objects is to simply place objects on a grid, or randomly. While fast and easy to implement, both these methods result in unsatisfying worlds: either too regular or too messy. In this article we look at an alternative algorithm that returns a random set of points with nice properties:
- the points are tightly packed together; but
- no closer to each other than a specified minimum distance.

This article originally appeared in Dev.Mag Issue 2, released in April 2006.
This article originally appeared in Dev.Mag Issue 3, released in May 2006.
This article originally appeared in Dev.Mag Issue 4, released in June 2006.
This article originally appeared in Dev.Mag Issue 5, released in July 2006.