Got back to working on CSG with a fresh set of eyes! This time I decided to first prototype it in 2D before moving to 3D as last time I really regretted not doing that. It's going really well, turning boundary meshes into solid/empty areas of space is working very nicely now. Next step is combining multiple shapes together via boolean operations. #gamedev#programming
@EeroMutka I have two questions regarding your previous 3D BSP experiments, if you don't mind.
I'm going through the same research papers, and one talks about repeatedly cutting a mesh by the BSP planes. But one of your posts mention performing all of the cutting within the BSP tree. Do you have a reference for this method? I'm not sure how doing all cutting in the BSP tree would work.
In your testing, have you had to handle the case of a plane cut falling on a vertex rather than an edge? Or is that so unlikely that you didn't have to bother with that case? Research papers make a big point of it, but it adds complexity and seems unlikely.
@EeroMutka I should clarify by mesh I mean boundary geometry. but yes, that paper is the primary one I've been using as well, but it is also the one that starts with a cube "mesh" and applies cuts from BSP planes. The idea of doing everything within the BSP tree was a foreign concept, I wasn't sure what the pros and cons were.
NixOS Fork Announced by Jake Hamilton (bytes.programming.dev)
I just saw the news of the soft fork announcement over on the IceShrimp instance and thought I should share here...