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This is a polygon partitioning alg that i wrote which utilizes BSP (binomial space partition) as an approach to slicing up any convex hull. After of which it then reorganizing the leaves so that each leaf knows which leaf is its neighbor. It then modifies leaves and identifies which are islands and which are apart of a collection, assigning a unique roomID to each cluster. It then finds the closest cluster not sharing its ID by comparing both centroids distance. It then finds the nearest edge of source and edge of target and attempts to build a hallway connecting them. These mathematical shapes are then used to build mesh and assign textures to during runtime.