> You probably don’t remember from a post almost two years ago, but I already implemented generation of temperature, wind and precipitation patterns, and inferred the local climate from those. That was still in C# on a spherical world though, so I dutifully started porting it all to Rust on a flat world.
Achieving maximum density appears related to the NP-complete Knapsack problem ( https://en.wikipedia.org/wiki/Knapsack_problem )
However, for low-density areas, the bias should be too low to notice.
Trees grow closer to one another in dense forests - perhaps dividing the exclusion radius by the density factor would keep the bias low enough to be invisible?
I’ve been enjoying the blog posts about development of the larger Around the World; but it seems like the absolute opposite of a hackathon project. And that’s okay. But based on the pace of development it seems like there’s still plenty of time to wait for something playable.