Made a quadtree based mesh renderer for 2d surfaces. You can use it for procedural terrain generation especially if you want a more blocky grid type look, or even if not. I posted the source at
https://github.com/LucasM127/QuadTreeTesselation And made a decent looking readme there so I won't type too much more here. Made it while developing some ideas I had for procedural terrain generation (in 2d) to make a more interesting looking surface.
I came up with the idea for triangulating convex polygons that had been sliced through on my own though so that was neat and motivated me to develop this idea further.
The examples are made with sfml. It is not 100% finished but I don't think anything ever will be. Not too many other examples of this that I could find on github. Most were more oriented to making a grid for finite element analysis than for creating distinct surface regions.
The algorithm itself is not based on sfml however.
The codes not polished but I've pretty much given up on having perfect code after a while. It gets better, but never great.
Hopefully someone may find it interesting.