Thursday, February 12, 2026

Build a triangle mesh from three user picked points

28 March 2025- Draw Map

Pick three points to define a triangle, and generate a PR# from the picked vertices to generate world mass, density and size/circumference/radius.

Oops!

Wednesday, February 11, 2026

Build a 3D triangle surface mesh with vertices at least 10 px/1K km apart. We push out the edges at random from an initial triangle of three points at radius distance from the center of my hypothetical world, based on random size. detect concavities in the border edges of my world polyhedron (how?) and close them off with a bridging triangle and edge. Remove closed edges from the border and add new ones as we go along. Edges are two endpoints and the third vertex of a triangle with one or two closed edges and two or one new open edge. Edges are defined by endpoints, a third vertex of the triangle the edge belongs to. The midpoint and the vector through the midpoint from the third vertex are easy to derive. Or, edges are derived from adjacent vertices in the list of border points, checking for concavities to close off as we go. We get the vector from the midpoint of the edge by calculating the cross product of the two vectors from the center to the center to each endpoint. If this new point is too close to an existing border point, then we have detected a concavity and should close it off.

Saturday, February 7, 2026

Derive a fourth coordinate from three points of user defined triangle

28 March 2025- Draw Map

Pick three points to make a triangle

Oops!

Fill up a map rectangle with triangle fans of land and sea.

Find the 10 px quads partially within the circle

28 March 2025- Draw Map

Pick a point and generate the planet, mass first.

Oops!

Thursday, February 5, 2026

 So, haven't written...

Been a long week already, gotta work Saturday 

Tuesday, February 3, 2026

Finally

Back to finding quads within a circle to make a stupid polyhedron. Project a grid of quads 10 px or a thousand kilometers on a side. The edge quads are bigger, taller. The quads are subdivided into two triangles along and edge between the nearest corners.