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Nothing silly or lazy about it given that I piggy-backed of your library :)
Part of the original inspiration for this library came from that article and also this one on the same blog. I'd never even heard of graphs before starting to think about this problem so it introduced me to a whole new fabulous world :)
I think my library does something slightly than the specific article you reference which is more about finding the tangents of an obstacle, whereas my library finds any visible vertex. I have implemented a polygon tangents function within turfjs based on the info here.
In terms of applying to higher dimensions can you give an example? This paper might help answer the question as this is what the algorithm is based on.
That said I'm not a pro on this stuff by any stretch, I undertook it as a learning exercise and found out that I still have much more to learn :)
I've heard about visibility graph a few times now. I'm curious would it be possible to achieve something like https://www.redblobgames.com/articles/visibility/ with this library?
On a surface it does seem like this is possible. Would it also be possible to apply visibility graph in higher dimensions?
I hope this does not sound like a silly or lazy question. Just curious about your thoughts, as you clearly worked with this quite a bit!
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