I have a long term project I've been working on for a while which is finally reaching the more interesting stages. The end result is going to be a massive procedurally generated game - along the lines of Infinity (https://inovaestudios.com/Battlescape) and others, but even larger in scope. As this is a long term project I'm targeting what computers will be capable of in 5 to 10 years from now.
I have lots of notes about my ideas with procedural generation and it's finally time to start putting it into practise (yay!). My next step to tackle though is computational geometry. This looks to be a very complex area to master - and I would like to get this thing done within my lifetime! Keeping this in mind I have had an eye on existing libraries such as CGAL and Wykobi to do the heavy lifting.
As anyone has experience using these projects (or others I might not be aware of?) in actual game code? The key points I'd want from them isn't necessarily accuracy but speed and reliability. Though I'm expecting the final results to be ran on much faster hardware in future I'd like to keep my current work interactive now!
I am baring in mind the thought that I'd have to roll my own library - and if that turns out to be the case can anyone recommend books on the subject?