Steven Fortune's sweep line algorithm for constructing a Voronoi tesselation. I use this algorithm in every timestep of a hydrodynamical simulation. The code is publicly available: github.com/m31coding/Havoc
Пікірлер: 32
@matthieujoannon738 жыл бұрын
Extremely satisfying to watch. 10/10 !
@jonneh83175 жыл бұрын
Holy shit, I've been struggling to understand what goes on in Fortune's Algorithm as most visualizations just jump from event to event. This, without any words at all, explains everything perfectly. Thank you, friend.
@subarnachatterjee358611 жыл бұрын
hmm.. nice one.. although it lacks expalnations, the diagrammatic approach is very clean..
@CarrotCakeMake2 жыл бұрын
Glad I found this before spending too much time reading stuff.
@anuragpacholi Жыл бұрын
Protect this video at all costs.❤🎉
@headshot6908 ай бұрын
NICE! WAIT A MINUTE/ ITS BEEN 10 YEARS!
@gabrielzenobi6928 Жыл бұрын
excellent work
@FahadAshraf19955 жыл бұрын
Thanks Kev!
@davidmaynard51816 жыл бұрын
That’s really pretty
@TranquilSeaOfMath Жыл бұрын
Nice animation.
@markus_knoedel Жыл бұрын
Great. Although I don't know how to write the codd for this. But great to watch.
@m31coding Жыл бұрын
The code is finally publicly available: github.com/m31coding/Havoc
@FlareGunDebate8 ай бұрын
aaaaaahhhhhyyyeeeeaaaahhhhhhh
@user-464cH34 ай бұрын
How it works!?
@curtiswfranks4 жыл бұрын
How are the parabolas(?) determined at each point in time?
@m31coding3 жыл бұрын
The parabolas are determined such that every point along the line has the same distance to the mesh generating point (red) and the sweep line (blue). For the Euclidian distance metric the results are parabolas, for the Manhattan metric the results are V-shapes of straight lines.
@Everlier10 жыл бұрын
How do you approximate straight lines correctly after casting the parabolas?
@m31coding10 жыл бұрын
Hey, thank you for your interest. Two things: The movie is just a visualization, in the actual algorithm the sweep line jumps from event to event. Secondly, the intersection of two parabolas traces a perfectly straight line.
@Everlier10 жыл бұрын
Kevin Schaal Yeap, i understand that line is straight. But it straight perfectly only with perfect precision of floating point calculation. Thats was my poin of intrest. By the way, discreteness of calculation situations is make the thing clearer for me. Thanks for feedback.
@ibiixie8 жыл бұрын
I'm thinking of using this for city generation and road generation in my game, however I can't find any good videos/websites to explain how to implement it...
@m31coding8 жыл бұрын
Hi, you may find an explanation in my diploma thesis which can be found on my homepage. Moreover, I can recommend the book "Computational Geometry - Algorithms and Applications". best regards, Kevin
@ibiixie8 жыл бұрын
Kevin Schaal Alright, will check those out! Thank you :D
@colonthree4 жыл бұрын
I'm using it for my mesh generator now. It's really good. :3c
@fuzzytheduck68213 жыл бұрын
Bubbles be like
@sspark010 Жыл бұрын
0:00
@colinmcmahon58293 жыл бұрын
Tiny Bubbles, it's an Aero! So, what are you doing after the Game?
@rayhaoray9 жыл бұрын
I'm trying to implement this method. Do you mind to share your code? That would be very helpful! Thanks
@m31coding Жыл бұрын
github.com/m31coding/Havoc
@wjrasmussen6662 жыл бұрын
any chance of getting source code?
@m31coding Жыл бұрын
It is finally available: github.com/m31coding/Havoc
@wjrasmussen666 Жыл бұрын
@@m31coding Thank you so much. I see you have PHD and that you earned it. Thanks, the code samples are always helpful. If I create anything interesting, I will let you know!