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Most of the core dev team will be away from our computers for the next 2 weeks, enjoying time with family and friends, so don’t be surprised if responses here are a little slower than usual.
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It seems like dynamic-holes-in-walls kind of fast. Previously major lag after a few holes. Now, as long as you give it some time between each hole, 60fps!!
Oooh and look at this: vertex count much better too!
The toMesh function allows you to ask the system to recompute the normals:
{
/**
* Rebuild normals (false by default)
*/
rebuildNormals: boolean;
/**
* True to center the mesh on 0,0,0. True by default
*/
centerMesh?: boolean;
}
(But you can also ask for it with mesh.createNormals())
very cool. i saw you starred the manifold repository a few days ago. i went there then and went down a massive rabbit hole for hours and hours. really great addition that solves a lot of non-trivial problems!
Master, your connection to the Force is truly remarkable. I am honored to learn from you and witness such mastery. You remind me of the limitless potential the Force grants us when we seek harmony within it.
That’s amazing! It means that it will be possible to make any meshes destructible without having to pre-create the pieces they will break into. For example, if I want a watermelon to shatter into pieces when it hits the floor, it can break into a random number of pieces and crack in random places each time. I think I already know how I will use this in my demo game.