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LibTessDotNet reviews and mentions
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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
Stats
speps/LibTessDotNet is an open source project licensed under GNU General Public License v3.0 or later which is an OSI approved license.
The primary programming language of LibTessDotNet is C#.