The image below is a diagram showing the possible outcomes of my current script, which does the following:
- Create a grid of starting points at 100m intervals (on a standard 500m map).
- Randomize the spawn point orientation, making sure they generally point inward instead of directly at the Rim Wall.
- Add "jitter" to each point, offsetting it by up to 32m.
- Make sure each jitter value is unique so no two spawn points share the same axis.
I feel like this solves some problems I had with early iterations, such as cycles spawning extremely close together in some cases, cycles on the same axis and driving inside each other's walls, and cycles not being distributed in way makes play challenging.
Can this be better?