Special calculations/algorithms for a few special graph patterns with their graphic representations: Triangular, rectangular and hexagonal.
Almost all of those calculations work in O(n) time complexity. A bisection search was used for some algorithms.
Functions:
Red dots and offset area chunks and links: Display of the order of nodes and links with their order, which can be depended on, red dots are 2D samples for which a function yields the node that was hit
Left flat graphic: Selecting all adjacent nodes for a link; result order can be depended on
Right flat graphic: Selecting all adjacent links and their nodes for a node; result order can be depended on
The models can be mapped to any coordinate system easily and all work without unused, but with packed memory. The functions provided make an integration into any kind of interface or game map mechanism easy.
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Programming done in BTPL, display in the Iteration 10 OpenGL graphics engine
http://shrinker.beyond-veils.de/projects/IterationX/
http://shrinker.scottbaker.eu/projects/IterationX/ (mirror)
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