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#computergraphics

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#GameDev #ComputerGraphics #Normals #Meshes I am already well familiar with the concepts of vertex and face normals, and I know ways to calculate them for simple, or even quite complex cases. Simple being all smooth, or all facetted. Moderately complex being where we have some sharp and some smooth edges, maybe based on an angular threshold, and can share or split verts/normals accordingly.

But... but... what do we do when the mix of sharp and smooth edges is ambiguous, like in the picture. The red edge is sharp and the three blue ones are smooth, so how do we treat the 4 polygons where they meet at the vertex? There is no clean division between polys which connect smoothly and ones which should be separate rotating anticlockwise from A to D, all the edges should be smooth, so A should share a normal with B, and thus with C and eventually D, but going the other way, from A straight to D, we'd like the line to be sharp and we'd like them not to share. Obviously we can't have both. It's a puzzler...

A very simple way to draw HAKMEM 149 based structures by using whole 32 bits range with upper bits as coordinates using unsigned shifts.

This also works with a lower range but it loses precision.

The oblique version is even simpler by removing the last two operations.

The structure looks like Apollonian net or Hopalong attractors.

This drawing method also works with other attractors or Gingerbread man map etc.

Does Wikipedia really have no article on loading tunnels in computer games?

You know, those spots where you squeeze through a crack in a wall, walks through a corridor with a wall in the middle where the path splits and goes around it, or takes an elevator, which allows the game to unload most of the previous level (which you can’t see anymore now) and start loading the next level, instead of interrupting the game with a loading screen?

Is there a more generic term for that?