#convexhull — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #convexhull, aggregated by home.social.
-
Has anyone ever had a programming/maths problem that they think is cool/interesting, but never really got around to solving?
Came across mention of some ray-tracing paper recently and I am reminded of one of mine (idea that I'd been putting on the long finger, rather than a paper).
Anyway, Elite, the video game. Is there a structure that could be used to encode for hidden surface removal without needing to explicitly encode surface normals? It should also, surely, be able to avoid multiplication (a la Bresenham) to provide a really quick/smooth rendering on 6502/similar which doesn't have native multiplication...
(A deep dive into the annotated source code is another one of those things I've been meaning to get around to...)
#Elite #3D #6502 #ComputerGraphics #ConvexHull #Optimisation
-
Has anyone ever had a programming/maths problem that they think is cool/interesting, but never really got around to solving?
Came across mention of some ray-tracing paper recently and I am reminded of one of mine (idea that I'd been putting on the long finger, rather than a paper).
Anyway, Elite, the video game. Is there a structure that could be used to encode for hidden surface removal without needing to explicitly encode surface normals? It should also, surely, be able to avoid multiplication (a la Bresenham) to provide a really quick/smooth rendering on 6502/similar which doesn't have native multiplication...
(A deep dive into the annotated source code is another one of those things I've been meaning to get around to...)
#Elite #3D #6502 #ComputerGraphics #ConvexHull #Optimisation
-
Has anyone ever had a programming/maths problem that they think is cool/interesting, but never really got around to solving?
Came across mention of some ray-tracing paper recently and I am reminded of one of mine (idea that I'd been putting on the long finger, rather than a paper).
Anyway, Elite, the video game. Is there a structure that could be used to encode for hidden surface removal without needing to explicitly encode surface normals? It should also, surely, be able to avoid multiplication (a la Bresenham) to provide a really quick/smooth rendering on 6502/similar which doesn't have native multiplication...
(A deep dive into the annotated source code is another one of those things I've been meaning to get around to...)
#Elite #3D #6502 #ComputerGraphics #ConvexHull #Optimisation
-
Has anyone ever had a programming/maths problem that they think is cool/interesting, but never really got around to solving?
Came across mention of some ray-tracing paper recently and I am reminded of one of mine (idea that I'd been putting on the long finger, rather than a paper).
Anyway, Elite, the video game. Is there a structure that could be used to encode for hidden surface removal without needing to explicitly encode surface normals? It should also, surely, be able to avoid multiplication (a la Bresenham) to provide a really quick/smooth rendering on 6502/similar which doesn't have native multiplication...
(A deep dive into the annotated source code is another one of those things I've been meaning to get around to...)
#Elite #3D #6502 #ComputerGraphics #ConvexHull #Optimisation
-
My first finished video in two years! I long ago got this idea to use convex hulls to create chords and I've now, finally, got a video finished using the idea. I hope you like it! https://vimeo.com/1211123454
-
My first finished video in two years! I long ago got this idea to use convex hulls to create chords and I've now, finally, got a video finished using the idea. I hope you like it! https://vimeo.com/1211123454
-
My first finished video in two years! I long ago got this idea to use convex hulls to create chords and I've now, finally, got a video finished using the idea. I hope you like it! https://vimeo.com/1211123454
-
My first finished video in two years! I long ago got this idea to use convex hulls to create chords and I've now, finally, got a video finished using the idea. I hope you like it! https://vimeo.com/1211123454
-
My first finished video in two years! I long ago got this idea to use convex hulls to create chords and I've now, finally, got a video finished using the idea. I hope you like it! https://vimeo.com/1211123454
-
#SciPy.spatial #ConvexHull and #MinimalSpanningTree Code at: https://github.com/villares/sketch-a-day/tree/main/2025/sketch_2025_02_13
More sketch-a-day: https://abav.lugaralgum.com/sketch-a-day
If you like this, support my work: https://www.paypal.com/donate/?hosted_button_id=5B4MZ78C9J724 #Processing #Python #py5 #CreativeCoding -
#SciPy.spatial #ConvexHull and #MinimalSpanningTree Code at: https://github.com/villares/sketch-a-day/tree/main/2025/sketch_2025_02_13
More sketch-a-day: https://abav.lugaralgum.com/sketch-a-day
If you like this, support my work: https://www.paypal.com/donate/?hosted_button_id=5B4MZ78C9J724 #Processing #Python #py5 #CreativeCoding -
#SciPy.spatial #ConvexHull and #MinimalSpanningTree Code at: https://github.com/villares/sketch-a-day/tree/main/2025/sketch_2025_02_13
More sketch-a-day: https://abav.lugaralgum.com/sketch-a-day
If you like this, support my work: https://www.paypal.com/donate/?hosted_button_id=5B4MZ78C9J724 #Processing #Python #py5 #CreativeCoding -
#SciPy.spatial #ConvexHull and #MinimalSpanningTree Code at: https://github.com/villares/sketch-a-day/tree/main/2025/sketch_2025_02_13
More sketch-a-day: https://abav.lugaralgum.com/sketch-a-day
If you like this, support my work: https://www.paypal.com/donate/?hosted_button_id=5B4MZ78C9J724 #Processing #Python #py5 #CreativeCoding -
#SciPy.spatial #ConvexHull and #MinimalSpanningTree Code at: https://github.com/villares/sketch-a-day/tree/main/2025/sketch_2025_02_13
More sketch-a-day: https://abav.lugaralgum.com/sketch-a-day
If you like this, support my work: https://www.paypal.com/donate/?hosted_button_id=5B4MZ78C9J724 #Processing #Python #py5 #CreativeCoding -
Finished off my border code. Just about what I was aiming for; I don't want to spend a ton of time, but this looks nice and accomplishes the goal.
-
Finished off my border code. Just about what I was aiming for; I don't want to spend a ton of time, but this looks nice and accomplishes the goal.
-
I wanted to make selecting curves visually distinct from selecting shapes.
A border outline seemed good, but generating that for a concave shape is very hard. So I'm going to generate the outline from the convex hull, which is relatively easy.Honestly I'm feeling pretty awful and incompetent as a programmer today, but at least my attempt to implement the A. Melkman linear-time convex hull calculation of simple polygons worked on the first try!
-
I wanted to make selecting curves visually distinct from selecting shapes.
A border outline seemed good, but generating that for a concave shape is very hard. So I'm going to generate the outline from the convex hull, which is relatively easy.Honestly I'm feeling pretty awful and incompetent as a programmer today, but at least my attempt to implement the A. Melkman linear-time convex hull calculation of simple polygons worked on the first try!
-
Just updated the convex hull example (and the underlying `clipConvex()` function in https://thi.ng/geom) to support paths (shown in the examples) and complex polygons...
Demo:
https://demo.thi.ng/umbrella/geom-convex-hull/Source:
https://github.com/thi-ng/umbrella/blob/develop/examples/geom-convex-hull/src/index.ts -
Just updated the convex hull example (and the underlying `clipConvex()` function in https://thi.ng/geom) to support paths (shown in the examples) and complex polygons...
Demo:
https://demo.thi.ng/umbrella/geom-convex-hull/Source:
https://github.com/thi-ng/umbrella/blob/develop/examples/geom-convex-hull/src/index.ts -
Just updated the convex hull example (and the underlying `clipConvex()` function in https://thi.ng/geom) to support paths (shown in the examples) and complex polygons...
Demo:
https://demo.thi.ng/umbrella/geom-convex-hull/Source:
https://github.com/thi-ng/umbrella/blob/develop/examples/geom-convex-hull/src/index.ts -
Just updated the convex hull example (and the underlying `clipConvex()` function in https://thi.ng/geom) to support paths (shown in the examples) and complex polygons...
Demo:
https://demo.thi.ng/umbrella/geom-convex-hull/Source:
https://github.com/thi-ng/umbrella/blob/develop/examples/geom-convex-hull/src/index.ts -
Just updated the convex hull example (and the underlying `clipConvex()` function in https://thi.ng/geom) to support paths (shown in the examples) and complex polygons...
Demo:
https://demo.thi.ng/umbrella/geom-convex-hull/Source:
https://github.com/thi-ng/umbrella/blob/develop/examples/geom-convex-hull/src/index.ts -
#gamedev #convexhull #traveller
Hm, still no. Might need to come at this one from a different angle.
-
#gamedev #convexhull #traveller
Hm, still no. Might need to come at this one from a different angle.
-
#gamedev #convexhull #traveller
Hm, still no. Might need to come at this one from a different angle.
-
#gamedev #convexhull #traveller
Hm, still no. Might need to come at this one from a different angle.
-
#gamedev #convexhull #traveller
Hm, still no. Might need to come at this one from a different angle.
-
#gamedev #convexhull #traveller
Hm, this one is closer..? I tried a different convex hull algorithm and made some modifications. I think the problem I had the first time was that I created too many points.
Now that I've addressed that issue, I'm going to try my first algorithm again.
-
#gamedev #convexhull #traveller
Hm, this one is closer..? I tried a different convex hull algorithm and made some modifications. I think the problem I had the first time was that I created too many points.
Now that I've addressed that issue, I'm going to try my first algorithm again.
-
#gamedev #convexhull #traveller
Hm, this one is closer..? I tried a different convex hull algorithm and made some modifications. I think the problem I had the first time was that I created too many points.
Now that I've addressed that issue, I'm going to try my first algorithm again.
-
#gamedev #convexhull #traveller
Hm, this one is closer..? I tried a different convex hull algorithm and made some modifications. I think the problem I had the first time was that I created too many points.
Now that I've addressed that issue, I'm going to try my first algorithm again.
-
#gamedev #convexhull #traveller
Hm, this one is closer..? I tried a different convex hull algorithm and made some modifications. I think the problem I had the first time was that I created too many points.
Now that I've addressed that issue, I'm going to try my first algorithm again.
-
#gamedev #convexhull #traveller
Testing out the Trade Main outlines created by my hastily-implemented convex hull algorithm. I understand just enough to know these *aren't* the results I'm looking for, but I'm on the right track.
-
#gamedev #convexhull #traveller
Testing out the Trade Main outlines created by my hastily-implemented convex hull algorithm. I understand just enough to know these *aren't* the results I'm looking for, but I'm on the right track.
-
#gamedev #convexhull #traveller
Testing out the Trade Main outlines created by my hastily-implemented convex hull algorithm. I understand just enough to know these *aren't* the results I'm looking for, but I'm on the right track.
-
#gamedev #convexhull #traveller
Testing out the Trade Main outlines created by my hastily-implemented convex hull algorithm. I understand just enough to know these *aren't* the results I'm looking for, but I'm on the right track.
-
#gamedev #convexhull #traveller
Testing out the Trade Main outlines created by my hastily-implemented convex hull algorithm. I understand just enough to know these *aren't* the results I'm looking for, but I'm on the right track.