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code logs -> 2018 -> Sun, 11 Nov 2018 | < code.20181110.log - code.20181112.log > |
--- Log opened Sun Nov 11 00:00:10 2018 |
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08:32 | <&jeroud> | I do that fairly often when writing nontrivial code exploratorily. |
08:33 | <&jeroud> | Particularly refactorings. |
08:33 | <&jeroud> | Because a single giant diff is hell to review. |
08:45 | <~Vorntastic> | Oh, duh. One thing I can do with arrays is actually build the structures by hand without having to do exactly the same thing as the function in the test rig building code, I can just... Export from Excel or something |
10:15 | <~Vorntastic> | Now - this is the other thing about using arrays. In addition to points and edges - the former of which are never deleted and the latter of which are, while technically you delete them, the action that does so both deletes and adds the same number of edges, faces get "deleted" but also retained for other tasks |
10:21 | <~Vorntastic> | Specifically: every move deletes one or two faces from the mesh, and adds between two and four new faces. ... But the deleted faces I still need, because traversing the face child graph is how I determine what face(s) to split when a new point is added. |
10:25 | <~Vorntastic> | ... Suppose I can do it with two arrays, one for the child graph and the other for the true mesh |
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15:04 | <@TheWatcher> | https://twitter.com/Nick_Craver/status/1061351994861019136 ahahahaha >.< |
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17:09 | <@Tamber> | hee |
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--- Log closed Mon Nov 12 00:00:12 2018 |
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code logs -> 2018 -> Sun, 11 Nov 2018 | < code.20181110.log - code.20181112.log > |
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