"Kai Antweiler" <[EMAIL PROTECTED]> writes: >> I might look into algorithmic improvements next; I just hope that I've >> understood the purpose correctly. Oh, lookit that, there's some >> documentation on gradients - I'd better go read that then. > > We use the words "field", "area" and "circuit" synonymously. > > gradient values: > 0: inaccessable area > 1: lowest (real) gradient value > 2: lowest gradient value that can spread to an adjacent area > 255: resource (i.e: source of the gradient for a specific resource) > and highest value > > We have two gradients for each resource: one for the globs that can swim and > one > for those who can't. Same is true for other gradients > > A gradient map is filled with 0's 1's and 255's depending of what kind > of field we are > looking. The sources (255) we write into a queue. > > We pull from the queue a field. For every adjacent field with > positive gradient value > we check whether its value is at least as high as the value of the > field we pulled > minus 1. If it is not this value is written to that field an it is > pushed to the queue. > Now, pull the next field. > > That is the simplest algorithm. > The others use geometric structures, but of course produce the same result.
This is lovely documentation. Can you please put it somewhere more official? That would be great! -- Joe _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
