aeva,
@aeva@mastodon.gamedev.place avatar

"I don't think I have the energy to work on any projects, I think I'm just gonna write some ideas down"

(several hours later)

"I worked out a nice way to join vertex strips of arbitrary sizes without floating point math. It turns out you can just force them to correlate via a common denominator."

aeva,
@aeva@mastodon.gamedev.place avatar

also here's the code I wrote to make those images if anyone is interested https://gist.github.com/Aeva/a11fd84d81473e9290953f3bdaabda82

TheZouave,
@TheZouave@mastodon.gamedev.place avatar

@aeva As someone that doesn't work with triangle strips, I don't really know what you mean or what problem this solves.

aeva,
@aeva@mastodon.gamedev.place avatar

@TheZouave I worked out a method for taking two arbitrary sequences of vertices and turn them into a triangle strip.

The broader thing I'm thinking about is a composable way of constructing things from splines and/or arbitrary vertex strips, but I'm not really trying to solve any specific problem, I just think about math for fun sometimes.

gkrnours,
@gkrnours@mastodon.gamedev.place avatar

@aeva nice

aeva,
@aeva@mastodon.gamedev.place avatar
TomF,
@TomF@mastodon.gamedev.place avatar

@aeva What if the common denominator is a power of two? :-)

aeva,
@aeva@mastodon.gamedev.place avatar

@TomF give me two sizes and I'll show you

aeva,
@aeva@mastodon.gamedev.place avatar

@TomF here's 16 and 4 (64)

TomF,
@TomF@mastodon.gamedev.place avatar

@aeva Oh, you're joining LOD meshes with no T-junctions. Got it.

aeva,
@aeva@mastodon.gamedev.place avatar

@TomF I'm just screwing around. Is this useful? XD

TomF,
@TomF@mastodon.gamedev.place avatar

@aeva Yeah it's a general problem when joining meshes at different levels of detail. Lots of different solutions, all of them messy and annoying in excitingly different ways :-)

aeva,
@aeva@mastodon.gamedev.place avatar

@TomF whats your favorite / least un-favorite solution to that particular problem?

TomF,
@TomF@mastodon.gamedev.place avatar

@aeva This one works fine, but it can be processor-intensive because something needs to look at both sides and figure out what the LCM is, and that's a parallelism-breaker.

Another approach is to have both sides do this, but to a common standard multiple, e.g. if one side is 4 and the other is 8, doesn't matter - they (and every other edge) tessellate up to 64 so they meet. Burns more tris, but it's easy to parallelise.

aeva,
@aeva@mastodon.gamedev.place avatar

@TomF The broader thing I'm working on is finding a nice composable set of verbs for generating arbitrary mesh patches. In this case, extruding splines where the line segments might be the product of some sampling heuristic.

TomF,
@TomF@mastodon.gamedev.place avatar

@aeva Heh - same problem, different words :-)

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