BorisTheBrave
BorisTheBrave
Yes, this is not dual contouring, it is a different technique. Dual contouring is vastly more common, so I would recommend against labelling this option "dual" as it may cause...
I've reviewed the codebase myself, and offer the following observations. 1) As you said, renderer separation is not good. But imho the duplicate code for opengl classes is an order...
Well, this is the vent opinions thread :D As I gather you are having a stab at this C++ stuff soon, it'll become clear how well it works, so no...
I had intended that you just don't add adjacencies you don't want. In any case, adjacency model only looks ad direct adjacencies, not diagonals, so it won't do what you...
I mean, all locations are wild in the sense that they are waiting to be filled in with any tile. The masked locations are wild, but further (when correctly implemented)...
Thanks for this. The changes are a good idea, but I'm going to spend a bit of time reviewing. I'd like to find a more principled way of dealing with...
Yes, it's deliberate that you can input RotatedTile. The Tiled importer makes use of it. Though I always expected it to be pretty obscure. On reflection, the general pattern I've...
Ok, so if I've understood correctly: NormalizeFrequencies(false) just sets every value in `frequencies` to 1 / n. NormalizeFrequencies(true) sets the combined frequency tile and all it's rotations to 1 /...
Ok, I see. That makes sense, but I think I prefer to fold that sharing behaviour into a new overload of SetFrequency.
I was thinking that I'd set things up so that you don't need NormalizeWeights, as something like the following would be equivalent: ```csharp // NormalizeWeights(false) for(var tile in model.Tiles) model.SetFrequency(tile,...