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2d Delaunay triangulation with mesh refinement for Unity with Burst compiler

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Hi, I'm using BurstTriangulator to create meshes from large water polygons. Everything works well when I render simple areas that have like 4-5-6 edges, but for more complex zones in...

Hi 😄 I am working on a path-finding project for an Unity 2D Game. It has been 2 weeks since i've started using BurstTriangulator and this tool is amazing !...

Thanks for making this package! I modified one test case slightly, and I can get a repeatable very buggy output. ```C# [Test, TestCaseSource(nameof(constraintBenchmarkTestData))] public void ConstraintBenchmarkTest((int count, int N) input)...

When RefineMesh = true, upon a domain reload Unity reports a leak. I'm new to Burst so I'm not sure how dire this is, but it only happens when RefineMesh...

Hi, The following polygon geometry + code causes a freeze: ```cs float2 points[] = { new float2(14225.59f, -2335.27f), new float2(13380.24f, -2344.72f), new float2(13197.35f, -2119.65f), new float2(11750.51f, -2122.18f), new float2(11670.1f, -2186.25f),...

Hey there, You will have to forgive me if this is a silly question, but I started a venture down an unfamiliar path and I am investigating options. Do you...

As per [our discussion](https://github.com/jimmycushnie/BurstTriangulator/commit/19e765a7d368a252ef81edb64da6adae5200ffdf#commitcomment-141764859) on my fork, I am opening a PR for this feature. When creating a new triangulation job, you can now optionally pass a `NativeArray` called `IgnorePositions`....

Hi, i'm using this awesome library to generate mesh at runtime. Basically i have a list of vector3 (points) that i use to generate the mesh, it work perfectly but...

Hi. First I would like to thank you for the work I have done on the burst triangulator. Good to have a way to benefit from the burst compiler and...