--- Log opened Tue Mar 12 00:00:03 2019 |
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06:06 | | * McMartin finishes porting that checkers game! |
06:06 | <&McMartin> | And indeed, it now runs on a machine with an eighth the RAM, so that's cool |
06:07 | <&McMartin> | Unfortunately, while I can see what a more clever AI would look like, it feels very much like it would rapidly stalemate against any reasonable careful player. |
06:08 | <&McMartin> | It looks far too easy to build a fortress and temporize forever. |
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18:34 | | * Vornicus frustrates generally. perfectionism will be the death of you, vorn |
18:36 | <~Vornicus> | okay. I have the data structure. I need to do a little bit of traversal to collect the indexes i need. |
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18:36 | <~Vornicus> | But I also need to collect tables for editing or creation. |
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18:36 | <~Vornicus> | I just. plain. hate. all the ways I've come up with to pull this off. |
19:10 | <~Vornicus> | part of this I think is because i have object *creation* and also object *editing* and I have to do both |
19:14 | <~Vornicus> | and I also have to keep two lists of thigns and blarg |
19:14 | <~Vornicus> | so I keep flopping between representations and operations orders and it's not letting me make progress |
19:14 | <~Vornicus> | So I need to, clearly, pick a method, run with it all the way through |
19:15 | <~Vornicus> | here we go: 1. get the indexes for existing objects. There are three points, three edges, one mesh face, and one hierarchy face that are all needed here |
19:16 | <~Vornicus> | 2. add in the additional indexes for *new* objects - one point, six edges, two mesh faces, three hierarchy faces. |
19:17 | <~Vornicus> | 3. create the new objects as blanks and insert them at the new indexes. |
19:17 | <~Vornicus> | 4. load both old and new according to the manipulation table I have written down. |
19:18 | <~Vornicus> | (and then 5. return the edges that are now dirty) |
19:22 | <~Vornicus> | well okay: 3. load the objects from existing indexes into lists for the objects to update; 4. create the new objects, insert them into the mesh and also into the manipulation lists |
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21:13 | <&McMartin> | Is this incrementally computing a new vornonoi given a previous vornonoi and a new point? |
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21:20 | <~Vornicus> | Yes. |
21:20 | <~Vornicus> | I'm rejiggering my thing from references to indexes |
21:20 | <~Vornicus> | and this bit is a lot less painful in references |
21:22 | <~Vornicus> | -- but indexes win for testing, for mesh-wide operations (which in particular includes the dualling operation that actually generates a voronoi diagram instead of a delaunay triangulation), and memory management are all way easier in indexes |
21:31 | <~Vornicus> | testing is nicer because I can do, for instance, testing of the mesh invariant without having to do a graph traversal to collect all the objects first. |
21:37 | <~Vornicus> | (same with dualling and memory management, and better still I no longer have circular references) |
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--- Log closed Wed Mar 13 00:00:04 2019 |