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Re:Martini: Real-Time Terrain Mesh Generator by throwaway13337 on Thursday August 15, 2019 @10:54AM (#20705729)
Very cool. Seems to have some striking similarity to the quadtree map used for efficient position querying of variably complicated areas.

https://en.m.wikipedia.org/wiki/Quadtree

Re:Martini: Real-Time Terrain Mesh Generator by mourner on Thursday August 15, 2019 @11:46AM (#20706213)
Oh yes, quadtree-like structures come up all the time when you're dealing with maps. E.g. check out this algorithm I came up with for finding pole of inaccessibility of a polygon: https://github.com/mapbox/polylabel
Re:Martini: Real-Time Terrain Mesh Generator by kuzehanka on Thursday August 15, 2019 @04:20PM (#20709229)
Hey mourner, didn't know you're on HN. Just wanted to say thanks for all the great work on mapbox-gl and the side libraries you've released!
Re:Martini: Real-Time Terrain Mesh Generator by mourner on Thursday August 15, 2019 @04:29PM (#20709322)
Thank you!
Re:Martini: Real-Time Terrain Mesh Generator by skvj on Thursday August 15, 2019 @12:45PM (#20706913)
polylabel looks great, thank you
Re:Martini: Real-Time Terrain Mesh Generator by Lindenmayer on Thursday August 15, 2019 @11:30AM (#20706073)
I guess you refer to the in computer graphics commonly applied concept of Level of Detail(LOD)?

https://en.m.wikipedia.org/wiki/Level_of_detail

Re:Martini: Real-Time Terrain Mesh Generator by mdiesel on Thursday August 15, 2019 @11:40AM (#20706161)
Did my masters project on quadtrees, specifically distributed methods for solving differential equations. Using them for mapping and loading adjacent cells is a similar application, as a lot of my work was in trying to maintain locality when flattening the structure. I had a great time writing this up, they're fantastic structures with a lot of potential.

https://github.com/MattDiesel/tftt/releases/tag/1.2