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#splines

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Arcs and lines toil for #splines

2500 years ago, when they had neither computers nor #CAD tools, designers and architects relied on knowledge of algebra, geometry, and trigonometry for their daily work. It was a mere 350 years ago that Leibniz and Newton brought calculus as a new mathematical tool for design and engineering.

Before computers arrived, artists, designers, and architects toiled with manual drafting tools to engineer breathtaking masterpieces. "Toil" is not an exaggeration to describe that endeavor, even though I suspect some of them really enjoyed what they were doing.

#Scarlata compiled an entire book of #VignolaProportions in painstaking accuracy and high precision before there were calculators and spreadsheets, making it "easy" to convert from µ to physical units in both English and Metric systems, but the world has moved on, his work is forgotten, and nobody is thankful for his contributions.

If you have a CAD tool, you need not toil. Simply draw an arc of radius µ = 144 that is centered on the #columnAxis and passes through point B. Then draw a vertical line parallel to the column axis at x = µ * 5/6, or 120 units. Use this line to split the arc and trim away the left portion of the arc. Next, divide the length of the remaining portion of the arc into 8 equal portions using your CAD tool to mark the points 1 through 8 as shown. If your CAD tool is able to divide the leftover arc this way, you can just ignore the angular lines radiating from the center. Otherwise, I will show you how to use them as a fallback.

Now look at point C, which seems like it is vertically above point B, but it is not. It is actually collinear with point 1.

Draw 7 more vertical lines starting with point 1, then point 2, and so on, Mark point C at 192 units vertically on line 1, D at 192*2 on line 2, E at 192*3 on line 3, and so on until you reach point J.

Select these 8 points and use your CAD program to interpolate a free-form NURBS curve to fit these points.

Do I sound unusually cranky and not at all like a carefree coder/musician?

I'm still working with splines.

Splines are a way to make something follow a path. It sounds so simple. It's in 3D and parallax is a thing.

en.wikipedia.org/wiki/Parallax

There are other considerations. The Path Follow plugin is useful for all sorts of moving things. Its "curve" spline types are piles of fun. Especially if one decides to twist.

OTOH, something on its side can be surfed.

Piles!

en.wikipedia.orgParallax - Wikipedia

I have at last crested the hill!

This is one long rail line. I'm going to move a couple of buildings closer to it.

The class where the line begins spans a large area. I'm still in their area, but will soon border another's castle, and then maybe I'll end it at the cat civilization. They are lousy farmers, and look forward to getting supplies.

An 8K map is big.

I might swap out the castle. Its splines turn walls green. Screw-up with materials. All moss, no wall.

#GameDev#UE5#RPG

vimeo.com/822786396
back to evening dev with a nice little problem: how to create a tunnel made of undeformed objects. majority of the roads examples using splines allows a certain distortion of the mesh. this one is trying it's best to avoid overlaps of parts.
next steps: filling the gaps if possible (rotations will make it a lot harder to solve) & animation ;)
#uneal #gamedev #indiedev #creativecoding #3d #splines #geometry

To convert a freehand drawing to a composite spline, the first step is grouping the input (a list of data points) into segments. This can be done with a corner detecting algorithm. Each segment is then approximated by a spline, e.g. a cubic Bézier.

In this demo you can see a crude implementation of the Masood and Sarfraz algorithm. A "y" glyph is traced with a graphics tablet pen, and detected corner points are shown in red.