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I agree about "it might get too many points soon". There are some convex hull aproximation algorythms out there[1] that might help to make a good hull out of far less points.
A factor (lets say from 0.0 to 1.0) might need to be provided to give the best result with the fewest points.
That aproach however would need a tool (GraphicsClient) to visualize that hull, in order to see what parameter works best.
That "less-than-perfect" hull would then be calculated at runtime once at startup, or -even better- at compile-time by another tool...
...and here we go again towards the "uh, that sounds complicated" part
[1] e.g. "gift wrapping",
A factor (lets say from 0.0 to 1.0) might need to be provided to give the best result with the fewest points.
That aproach however would need a tool (GraphicsClient) to visualize that hull, in order to see what parameter works best.
That "less-than-perfect" hull would then be calculated at runtime once at startup, or -even better- at compile-time by another tool...
...and here we go again towards the "uh, that sounds complicated" part
[1] e.g. "gift wrapping",
or this git
(The NCC-1701 vessel however is a hard one! ...With shields up however...piece of cake )
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