2week project reportback
so what i worked on this month was mostly polyhedra (again), this time with an emphasis of making more complex shapes from a bare polyhedra
the first thing i did was get rectification working. it turns out that i had already implemented two general polyhedra operations: duals and kleetopes, and when you add rectification to that you can perform a pretty wide variety of polyhedra operations, to the point where the original conway polyhedra notation is built using only four operations: duals, kleetopes ('kis'), rectification ('ambo'), and 'gyro'.
i already kinda mentioned that part in previous posts.
so in the past two weeks:
so that's pretty nice, though a lot of that was easier because i'd already muddled through it on flat maps.
one of the big remaining issues is figuring out generation on polyhedra -- it's easy enough to extract the connectivity graph, but coordinates are tricky to figure out, and without them it's difficult to figure out direction or shape or outlines etc, which are all needed for even the most basic generation code (unless i want to go with pure noise, which, i don't)
i'll probably make a longer post sometime soon about what i want to do with this going forward
the first thing i did was get rectification working. it turns out that i had already implemented two general polyhedra operations: duals and kleetopes, and when you add rectification to that you can perform a pretty wide variety of polyhedra operations, to the point where the original conway polyhedra notation is built using only four operations: duals, kleetopes ('kis'), rectification ('ambo'), and 'gyro'.
i already kinda mentioned that part in previous posts.
so in the past two weeks:
- i got rectification working
- i started manufacturing rectified polyhedra
- reimplemented height-formation on a polyhedra (1 2 3)
- added procedural palettes (1 2 3 4)
- added translucent water layers
- added tile decor (wip)
so that's pretty nice, though a lot of that was easier because i'd already muddled through it on flat maps.
one of the big remaining issues is figuring out generation on polyhedra -- it's easy enough to extract the connectivity graph, but coordinates are tricky to figure out, and without them it's difficult to figure out direction or shape or outlines etc, which are all needed for even the most basic generation code (unless i want to go with pure noise, which, i don't)
i'll probably make a longer post sometime soon about what i want to do with this going forward