Dealga McArdle
Dealga McArdle
but, not sure that returns the desired results for mesh input that has concave polygons however, i suppose ``` def first_3_indexes(): for f in faces: for i in f[:3]: yield...
what happens to performance when the input-vertices are a numpy array? looks like this is the heavy bit.. range, where `n` is the number of input points. https://github.com/nortikin/sverchok/blob/ed9b54be807a2cbdc0868290074b55fb26cbd5a7/utils/geom.py#L245-L259 The use-case...
a numba implementation is worth investigating
this is not pretty, but seems quite fast here after the first execution. https://github.com/nortikin/sverchok/pull/4471
> I think of Sverchok as a most intuitive add-on for generative design (even better than AN .) it does increase my interest in your plight that you think that....
i think a lot of those visualization videos are using mesh displacement textures primarily, to generate topography of the mesh. (so highy subdivided meshes of which the vertices are pushed...
or as a fragment shader.. https://pmneila.github.io/jsexp/grayscott/
https://www.youtube.com/playlist?list=PL9_jI1bdZmz0hIrNCMQW1YmZysAiIYSSS Discrete Differential Geometry
also some js code for 2d algorithms https://adrianton3.github.io/blog/art/differential-growth/differential-growth.html
i'm still not getting my head around numba, to the point where it has enhanced computation speed of anything that i've written, and there are things we need to implement...