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)?
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://en.m.wikipedia.org/wiki/Quadtree