Timeline for Finding break in voxel grid (3D array)
Current License: CC BY-SA 3.0
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Sep 13, 2017 at 18:50 | comment | added | House | @AaronFranke The first line says to run the operation on each node that was attached to the removed node. That means each of the 6 parts would have the same operation performed and be defined as distinct parts. | |
| Sep 13, 2017 at 17:10 | comment | added | Aaron Franke | What if it splits in 3 parts? What if it splits into 6 parts? The code to do all this seems complex. | |
| Apr 13, 2017 at 12:18 | history | edited | CommunityBot | replaced http://gamedev.stackexchange.com/ with https://gamedev.stackexchange.com/ | |
| Feb 6, 2015 at 12:47 | comment | added | House | BFS for connectivity would be a bad idea, use something like A*. | |
| Feb 6, 2015 at 11:50 | comment | added | Kacper Kleczewski | Great idea for finding breaks, but still when object split in to two object which contains for example 2000 voxels each, using BFS still will be to slow. | |
| Feb 6, 2015 at 2:11 | history | answered | House | CC BY-SA 3.0 |