
An edge-based approach to changeable 2D landscapes for computer games
For those who are curious and would like to take a look, I attached it to this post. The implementation is still a prototype and some parts are missing, but I am working on that.
Attachment: Bachelorthesis-TobiasZwick.pdf (2188k)

Because it's not much more effort. It would be more effort to make the polygon clipping algorithm only produce convex polygons.
No, I exactly meant polygons with two successive, parallel edges. You don't have to clip for that.
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