I made a bit of progress on the new meshing system for #TangerineCSG this weekend.
Yesterday I worked out how to enumerate all of the cells, faces, and vertices for a rhombic dodecahedron lattice with only integer math!! Today I rewrote the C++ prototype to make use of that.
This screenshot is not representative of the final result (I'm still missing some parts that will greatly improve the quality and accuracy of the final mesh), but I dig the accidental particle system vibe going on here.
I finally rewrote the board generator for my Sigmar's Garden clone last night. Now it is able to generate harder boards, and the generated boards should always have at least one valid solution.
I also added a button (top right) that resets the game with a new random board. It is very fast, and I'd show it off here, but mastodon doesn't like the video I tried to upload so you get a screen shot instead.
I started implementing oklab color in #TangerineCSG (so far this just means supporting css's "oklab(L a b)" color expression).
The first image is corresponds to the examples on https://developer.mozilla.org/en-US/docs/Web/CSS/color_value/oklab
The color conversion happens on the CPU, so vertex color interpolation is still sRGB (second image).
Since I'm not doing any lighting on the GPU, I wonder if it would look nicer in general to have vertex colors be oklab, and do the sRGB conversion in a post processing pass?