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this should actually be relatively easy to extend to 3D by making the calculations be in 3D space by default and make the 2D ones use that just with Z set to 0. also have to use Mesh3D here obv so #1
(it would also be worthwhile to look into some sort of "subdivision" while constructing the mesh, to make it seem more detailed but keeping lower point count so we don't have to calculate a ton, especially in 3D) (alternatively, move the code into rust and possibly parallelize it)
The text was updated successfully, but these errors were encountered:
this should actually be relatively easy to extend to 3D by making the calculations be in 3D space by default and make the 2D ones use that just with Z set to 0. also have to use
Mesh3D
here obv so #1(it would also be worthwhile to look into some sort of "subdivision" while constructing the mesh, to make it seem more detailed but keeping lower point count so we don't have to calculate a ton, especially in 3D) (alternatively, move the code into rust and possibly parallelize it)
The text was updated successfully, but these errors were encountered: