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danielsieger.com | ||
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brandewinder.com
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| | | | | [AI summary] The post discusses implementing the Bowyer-Watson algorithm in F# for Delaunay triangulation, focusing on the steps to add points to an existing triangulation and the challenges encountered during the process. | |
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frozenfractal.com
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| | | | | I didn't have time during the holidays to implement any new features, so enjoy this filler post that I prepared earlier! In the very first post in this series, I wrote: The prototype took place on a rectangular map, with the left side wrapping around to the right to form a cylinder. [...] Many games do this and get away with it, but because I'm a perfectionist, I want my game to take place on an actual sphere. Today I'm going to write up in some detail why spheres are harder to work with. | |
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www.hallada.net
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| | | | | I've been trying to learn Rust lately, the hot new systems programming language. One of the projects I wanted to tackle with the speed of Rust was generating 3D polyhedron shapes. Specifically, I wanted to implement something like the Three.js IcosahedronGeometry in Rust. If you try to generate icosahedrons in Three.js over any detail level over 5 the whole browser will slow to a crawl. I think we can do better in Rust! Furthermore, I wanted to generate a hexsphere: a sphere composed of hexagon faces and... | |
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mzucker.github.io
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| | | Automatically deriving area elements for various parameterizations of the unit sphere. | ||