Post #3324373
2026-06-11 04:36 UTC
aw balls i had an idea for another random surface algorithm. pick the most central point, pick the three closest points. bin the remaining verts by which edge they belong to, maybe sort as you go too. for each edge-bin find the closest vert, append as a new triangle, divide that bin into two for the new edges, and so on. i imagine this idea is slower in single threaded perf but it has a more obvious parallel form. if you maintain the list of perimeter edges you can append to it forever
Replies (1)
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@aeva@mastodon.gamedev.place 2026-06-11 07:25
ok first problem down. I was calculating the edge runs wrong. here's what it looks like with that corrected in a cherry picked example where the other problems aren't obvious :3