delaunator-sharp VS Computational-geometry

Compare delaunator-sharp vs Computational-geometry and see what are their differences.

delaunator-sharp

Fast Delaunay triangulation of 2D points implemented in C#. (by nol1fe)

Computational-geometry

Computational Geometry Unity library with implementations of intersection algorithms, triangulations like delaunay, voronoi diagrams, polygon clipping, bezier curves, ear clipping, convex hulls, mesh simplification, etc (by Habrador)
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delaunator-sharp Computational-geometry
4 2
365 1,139
- -
3.9 0.0
6 months ago over 1 year ago
C# C#
MIT License MIT License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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delaunator-sharp

Posts with mentions or reviews of delaunator-sharp. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-05-05.
  • Using Voronoi polygons for simplified continent generation
    3 projects | /r/proceduralgeneration | 5 May 2023
    Well, the easiest option would probably be to use a different Delaunay/Voronoi library. Delaunator (C# bindings here) should be a pretty good option: it's fast, and there's a good explanation of how to use the data structures it generates. There is some weirdness with how points at the edge of the domain work that you may have to work around, but that will probably be easier than trying to modify another algorithm or write your own. I know I've struggled to implement the algorithms for calculating Voronoi diagrams/Delaunay triangulations, even though I feel like I have a decent high-level understanding of how Fortune's algorithm is supposed to work.
  • Algorithm that covers a whole area with points, with values based on the original points at each iteration.
    1 project | /r/algorithms | 28 Aug 2022
    Yes ! Exactly. I already started working on it, and it's going well, but I am having a little trouble working with this. I can't find any tutorials online though, so I have to do figure it out on my own :)
  • How do they code Denaulay triangulation in Unity?
    2 projects | /r/howdidtheycodeit | 21 Dec 2020
    Unless you really want to learn the details of the triangulation algorithm, I recommend to just use a open source implementation in C#. Here's one that works fine with Unity: https://github.com/nol1fe/delaunator-sharp

Computational-geometry

Posts with mentions or reviews of Computational-geometry. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-12-25.

What are some alternatives?

When comparing delaunator-sharp and Computational-geometry you can also consider the following projects:

UnityLibrary - :books: Library of all kind of scripts, snippets & shaders for Unity

LibTessDotNet - C# port of the famous GLU Tessellator - prebuilt binaries now available in "releases" tab

com.unity.netcode.gameobjects - Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.

SeamAwareDecimater - Mesh simplification with UV's boundary preserved

Harmony - A library for patching, replacing and decorating .NET and Mono methods during runtime

flipon-tiny - An open-source minimalist but playable version of Flipon

UniTask - Provides an efficient allocation free async/await integration for Unity.

FastNoise - Fast Portable Noise Library - C# C++ C Java HLSL GLSL JavaScript Rust Go

unity-delaunay - A Delaunay/Voronoi library for Unity, and a simple destruction effect

khan-api - Documentation for (and examples of) using the Khan Academy API

simulator - A ROS/ROS2 Multi-robot Simulator for Autonomous Vehicles

MathForGameDevelopers - Sample code for my YouTube series.