Re: Earcut polygon triangulation

2020-02-25 Thread Andrea Fontana via Digitalmars-d-announce

On Monday, 24 February 2020 at 20:28:20 UTC, Ben Jones wrote:

On Monday, 24 February 2020 at 19:15:13 UTC, JN wrote:

On Sunday, 23 February 2020 at 16:20:09 UTC, Ahmet Sait wrote:
Out of curiosity, why would you need to triangulate polygons 
instead of using stencil buffer? I'm assuming you're using 
OpenGL (or something similar) since you talked about your 
hobby game. Any advantage of triangulating shapes? 
(anti-aliasing maybe?)


Triangulation goes beyond rendering. I imagine this library 
might be useful when making a level editor for a DOOM-like 
2.5D engine.


It's very poorly documented, but I wrote a delaunay refinement 
triangulator: https://github.com/benjones/dtriangulate .  It's 
mostly a reimplementation of Shewchuk's Triangle which is 
probably the most common delaunay triangulator.


Both of these libraries would have been useful a year ago when I 
was writing my 3d printable vases generator in D :)


Re: Earcut polygon triangulation

2020-02-24 Thread Ben Jones via Digitalmars-d-announce

On Monday, 24 February 2020 at 19:15:13 UTC, JN wrote:

On Sunday, 23 February 2020 at 16:20:09 UTC, Ahmet Sait wrote:
Out of curiosity, why would you need to triangulate polygons 
instead of using stencil buffer? I'm assuming you're using 
OpenGL (or something similar) since you talked about your 
hobby game. Any advantage of triangulating shapes? 
(anti-aliasing maybe?)


Triangulation goes beyond rendering. I imagine this library 
might be useful when making a level editor for a DOOM-like 2.5D 
engine.


It's very poorly documented, but I wrote a delaunay refinement 
triangulator: https://github.com/benjones/dtriangulate .  It's 
mostly a reimplementation of Shewchuk's Triangle which is 
probably the most common delaunay triangulator.


Re: Earcut polygon triangulation

2020-02-24 Thread JN via Digitalmars-d-announce

On Sunday, 23 February 2020 at 16:20:09 UTC, Ahmet Sait wrote:
Out of curiosity, why would you need to triangulate polygons 
instead of using stencil buffer? I'm assuming you're using 
OpenGL (or something similar) since you talked about your hobby 
game. Any advantage of triangulating shapes? (anti-aliasing 
maybe?)


Triangulation goes beyond rendering. I imagine this library might 
be useful when making a level editor for a DOOM-like 2.5D engine.


Re: Earcut polygon triangulation

2020-02-23 Thread Ferhat Kurtulmuş via Digitalmars-d-announce

On Sunday, 23 February 2020 at 16:20:09 UTC, Ahmet Sait wrote:
On Sunday, 23 February 2020 at 10:07:44 UTC, Ferhat Kurtulmuş 
wrote:
For those who are interested in game programming, geospatial 
things, 2D graphics etc. Earcut is a polygon triangulation 
library originally written in js and ported to almost every 
popular language (except D). I was playing around with my 
hobby sdl game and needed to draw some concave polygons. So, I 
have just ported the lib (suitable for betterC). My initial 
tests showed that it is fast that can be used for real-time 
rendering. If you have a function that can draw triangles, you 
can draw concave/convex any polygon which can also have holes.


https://github.com/mapbox/earcut.hpp
https://github.com/aferust/earcut-d


Out of curiosity, why would you need to triangulate polygons 
instead of using stencil buffer? I'm assuming you're using 
OpenGL (or something similar) since you talked about your hobby 
game. Any advantage of triangulating shapes? (anti-aliasing 
maybe?)
I am not using opengl, but just sdl for no reason. I am trying to 
make a clone of a particular type of game namely wolfied, qix, or 
gals panic. Actually, I did it using cocos2dx (clipping node does 
the trick) in js few years ago. But this time I am trying to 
reclone it using just d and sdl by going bare metal. The ultimate 
target is running it on the browser maybe using dscripten.




Re: Earcut polygon triangulation

2020-02-23 Thread Ahmet Sait via Digitalmars-d-announce
On Sunday, 23 February 2020 at 10:07:44 UTC, Ferhat Kurtulmuş 
wrote:
For those who are interested in game programming, geospatial 
things, 2D graphics etc. Earcut is a polygon triangulation 
library originally written in js and ported to almost every 
popular language (except D). I was playing around with my hobby 
sdl game and needed to draw some concave polygons. So, I have 
just ported the lib (suitable for betterC). My initial tests 
showed that it is fast that can be used for real-time 
rendering. If you have a function that can draw triangles, you 
can draw concave/convex any polygon which can also have holes.


https://github.com/mapbox/earcut.hpp
https://github.com/aferust/earcut-d


Out of curiosity, why would you need to triangulate polygons 
instead of using stencil buffer? I'm assuming you're using OpenGL 
(or something similar) since you talked about your hobby game. 
Any advantage of triangulating shapes? (anti-aliasing maybe?)


Earcut polygon triangulation

2020-02-23 Thread Ferhat Kurtulmuş via Digitalmars-d-announce
For those who are interested in game programming, geospatial 
things, 2D graphics etc. Earcut is a polygon triangulation 
library originally written in js and ported to almost every 
popular language (except D). I was playing around with my hobby 
sdl game and needed to draw some concave polygons. So, I have 
just ported the lib (suitable for betterC). My initial tests 
showed that it is fast that can be used for real-time rendering. 
If you have a function that can draw triangles, you can draw 
concave/convex any polygon which can also have holes.


https://github.com/mapbox/earcut.hpp
https://github.com/aferust/earcut-d