The page generates a square grid which we turn into an octasphere, now that I have 'spherified' the coordinates (BTW, I've swapped the x coordinate for the z coordinate here).
800 triangles
The page generates a square grid which we turn into an octasphere, now that I have 'spherified' the coordinates (BTW, I've swapped the x coordinate for the z coordinate here).
800 triangles
The page generates a square grid which we turn into an octasphere.
The page generates a square grid which we will turn into an octasphere. The animation loops through the points to draw quads, then clears and starts over again. The next step is to subdivide each quad into a pair of triangles based on the 'New York Street Distance' of each vertex from the center of the grid. Each of the two triangles has either the nearest or farthest vertex for each of the quads.
The page generates three points of a triangle or the endpoints of two vectors. Vector 1 is P0 to P1, Vector 2 is P0 to P2. You can then click in the blue box near the point you want to move (You need to move it in steps instead of grabbing and dragging it).
A simple drawing application with some code I copied from here (click to see)
The page draws a simple 2D asteroid to begin with and adds on. This
is a pixel approach, where the page checks if the grid point is
close enough to the center and draws a gray pixel for my asteroid
if it is.
Place the ship and then click again to 'ground' it on the rock. We
want to tunnel into the asteroid now that the ship is under some
rubble for protection.
The page draws a simple 2D asteroid to begin with and adds on. This
is a pixel approach, where the page checks if the grid point is
close enough to the center and draws a gray pixel for my asteroid
if it is.
The next step is to mine the asteroid, refining for metals and
volatiles and placing the slag outside, around the habitat for
armor and radiation shielding.
Actually, the first step is to show up with a ship full of
belters, like a wagon full of dwarves in dwarf fortress. Pick a
point outside of the asteroid for the ship, which is a pressure
vessel for habitat, engines, propellant tanks and storage. We can
'ground' the ship on the ateroid by having it move towards the
asteroid. If ship bits generate where there is already rock bits,
replace the rock and place it around the border of the ship. The
page accumulates the number of rock bits being moving and places
them after all the ship is created. Or, the page can generate the
ship along a line from the point to the border of the asteroid...
The page draws a simple 2D asteroid to begin with. This is a pixel
approach, where the page checks the grid point and draws a gray
pixel for my asteroid... Now pick a point just off the edge of the
asteroid and the page will draw a round light blue area for some
habitat bubbles in the vacuum outside the asteroid.
The page draws a simple 2D asteroid to begin with. This is a pixel approach, where the page checks the grid point and draws a gray pixel if the point is inside of my asteroid. Now pick a point in the asteroid and the page will draw a green dot, for a feature of interest. This is how you will place things on the asteroid to begin with.
Click in the blue and white box to procedurally generate a piney tree...
Click in the blue box and draw hearts!
(Got some abstract art going on here... 8-P)
Pick points within the canvas to use as feature points for some Worley Noise. If a point is closer to given feature point then it will have a height based on the distance from that feature point. I'm going with a number of quads based on resolution which I will subdivide into triangle pairs and eventually further subdivide those along the 'shoreline'... (yes, I've done this before, but I'm going somewhere with this, I promise! 8-P)
Walking Man is pacing. Pick another point to 'walk' to.
(This looks *very* weird, but less painful than at first!)