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roomie's Issues

data oriented design!

So i’m guessing from that this map editor has the same tools as my shitty abandonware one and it seems to be started about the same time i sent mine to eemfoo to help with DS lite that it’s got some basis in mine.

Regardless if it is or isn’t you made the same mistake i did in that one, i ended up just starting all over instead of trying to fix it—three times.

Rooms do not have corners, corners don’t have the same kinda rules that they do in the game; thats the mistake. Rooms have an id number to a slice of a vertex array. Basically an object pool/bump allocator whatever you know the drill—NaN for memory is dead. This makes the code a lot cleaner and more maintainable for all the geometry algorithms; and less coupling to the room struct everything just takes vertex arrays.

I’m also noticing a problem in the snapping algorithm where it will pick the first vertex in range not the closest vertex. And it will do things like snap to a vertex that will mean the room is intersecting another room, mine had the same problem i just figured it was the user’s issue eventually though. Thats why i gave up on extrusion in the later versions it was too prone to causing problems with snapping—I think the proper solution is a jacobian solve; but i don’t really have my head round that yet!

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