code logs -> 2019 -> Tue, 12 Mar 2019< code.20190311.log - code.20190313.log >
--- 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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23:55 celmin|away is now known as celticminstrel
--- Log closed Wed Mar 13 00:00:04 2019
code logs -> 2019 -> Tue, 12 Mar 2019< code.20190311.log - code.20190313.log >

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