curve-shortening-demo
LibTessDotNet
curve-shortening-demo | LibTessDotNet | |
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1 | 2 | |
21 | 295 | |
- | - | |
0.0 | 0.0 | |
about 1 year ago | about 2 years ago | |
TypeScript | C# | |
MIT License | GNU General Public License v3.0 or later |
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curve-shortening-demo
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(Ab)using the SpriteShapeController as basis for mesh generation (time lapse).
For the front and back I do some curve shortening on the outline (I shrink it). To do this I ported this lib to c#: https://github.com/acarapetis/curve-shortening-demo
LibTessDotNet
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Any algorithm to have many evenly placed triangles for this mesh?
here's a lib that unity itself uses AFAIK: https://github.com/speps/LibTessDotNet
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(Ab)using the SpriteShapeController as basis for mesh generation (time lapse).
I do the shrinking multiple times and every time I move the curve a little more forward. This gives me a strip (the area between the two curves). I then turn this into a mesh using triangulation. I formerly used LibTessDotNet (https://github.com/speps/LibTessDotNet) but then switched to Poly2Tri (http://github.com/MaulingMonkey/poly2tri-cs). Poly2Tri gave me better results and support for custom points within the mesh (Steiner Points). I needed that because all my lighting is vertex based. In the end I combine all those meshes into one static mesh. Finally I optimize and compress it and save it in the scene. It's a little hard to explain without pictures so I made one here: https://kamgam.com/reddit/2.5d-terrain-generation.jpg
What are some alternatives?
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