okay two week projects
i uh really intended to do more for this two week project but these days i am constantly exhausted by the nightmare that is the ongoing end of the world and also was actually physically sick for about half of the timespan of the two-week project sooooo i didn't get much done
mostly what i did was go back to the winged-edge polyhedra format and tweaked it a little. i wrote some code for directly rendering a polyhedra to gl buffers, without taking an intermediate step turning it into turtle drawing instructions, since that seemed... very unnecessary. i also put together some polyhedra house models. just the same kinda stuff i've done before: flat roofs, skillion roofs, gabled roofs, etc. or okay the full list is: flat, skillion/mono-pitched, gable, saltbox, butterfly, hipped, square hipped, sprocket, gambrel, double-gabled, cross gable, and rhombic roof types.
current rendering is complicated somewhat by how some of those contain convex faces, which i can't render correctly yet. there's apparently decent algorithms for triangulating arbitrary polygons but i haven't yet figured out how to implement any of that, so, oh well.
the goal is to get to the point where i can do arbitrary CSG actions and construct much more complex shapes by stacking a bunch of simple house outlines objects together and adding decal elements (railings and the like). basically redoing some of the stuff i did with those svg houses, only now with a better model format. but it turns out arbitrary CSG stuff is, you know, hard.
first house renders
second house renders
third house renders
that's all for now. next up: graph embeddings on polyhedra, i guess.
i uh really intended to do more for this two week project but these days i am constantly exhausted by the nightmare that is the ongoing end of the world and also was actually physically sick for about half of the timespan of the two-week project sooooo i didn't get much done
mostly what i did was go back to the winged-edge polyhedra format and tweaked it a little. i wrote some code for directly rendering a polyhedra to gl buffers, without taking an intermediate step turning it into turtle drawing instructions, since that seemed... very unnecessary. i also put together some polyhedra house models. just the same kinda stuff i've done before: flat roofs, skillion roofs, gabled roofs, etc. or okay the full list is: flat, skillion/mono-pitched, gable, saltbox, butterfly, hipped, square hipped, sprocket, gambrel, double-gabled, cross gable, and rhombic roof types.
current rendering is complicated somewhat by how some of those contain convex faces, which i can't render correctly yet. there's apparently decent algorithms for triangulating arbitrary polygons but i haven't yet figured out how to implement any of that, so, oh well.
the goal is to get to the point where i can do arbitrary CSG actions and construct much more complex shapes by stacking a bunch of simple house outlines objects together and adding decal elements (railings and the like). basically redoing some of the stuff i did with those svg houses, only now with a better model format. but it turns out arbitrary CSG stuff is, you know, hard.
first house renders
second house renders
third house renders
that's all for now. next up: graph embeddings on polyhedra, i guess.