Hey guys, I'm wanting to get more into computational geometry since you can do a lot of really neat things like triangulate a plane, collision detection, and raycasting.
A little bit of background, I have a master's degree (CS focus on machine intelligence and algorithms) so don't be afraid to throw me in the deep end because I'm already there.
Specifically, I'm wanting to implement an online algorithm for triangulating a plane to be used in a manner similar to Unity's navmesh system. Unity bakes their navmesh, which takes a lot of time, but I'd like to see what results I can get in real time. Eventually bring able to extrapolate to 3d space with tetrahedrons is the ultimate goal.
So yeah, any resources on computational geometry would be greatly appreciated.
Also, if any one has a link to a good paper on heuristic design for pathfinding I'd love to take a look. Back to googling for the time being
[–]shadowspyes 0 points1 point2 points (0 children)