1 Mar 2009 01:18
Re: [geometry] area, length, centroid, behavior
Bruno Lalande <bruno.lalande <at> gmail.com>
2009-03-01 00:18:36 GMT
2009-03-01 00:18:36 GMT
Hi, > GIS is my work area, so I know it's huge, but it seems like you are > trying to tackle GIS + generic geometry library. I don't get the > impression that game programmers, for example, will enjoy or use this > library. Polygons are not closed (and rarely used, only triangles > are) in games, and cannot have holes, and any error checking to > determine otherwise is wasteful. Winding is handled by the rendering > API, and is also rarely, if ever, checked since the model exporter > will have enforced the correct winding. Me and Barend discussed a bit about this, as I'm personally more concerned about game programing than GIS. So I guess that until now, my participation to the library has been influenced by this point of view. What you say is true about what the library currently *provides* (GIS-oriented algorithms, even if polygons with holes can be used in games contrary to what you say, to display 2D vectorial fonts for instance). But it's false about the *potential* of the library, and this has always been my main concern since the beginning. I focused my efforts until now on the kernel because I think that the different application domains (GIS, games or whatever) won't necessarily share the same algorithms but can share the same kernel. If an algorithm is to slow because it can handles polygons with holes while game programmers use plain triangles, the key of the problem is to know if the library has been designed generically enough to sort that out. If mechanisms like tag dispatching and/or concept refinement are present and designed so well that I can add a triangle concept,(Continue reading)
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