1st Interval
Basic Housekeeping, Some Lists, Etc.
So I at least organized my repository, Luciferase, and checked in the PR so that it should at least work. I added the link to the main page for this sub stack. Stuff is very much embryonic and of course the hope is that it grows in capability. Currently there’s only two modules of interest. The first is the Portal module, which is very much a Fred Flintstone level graphics subsystem for this madness. It uses JavaFX and quite frankly it’s more than good enough for whatever I’m likely to be doing for the foreseeable future. I understand that JavaFX can provoke hives amongst many, but really it works for me and if you’ve got that strong of an opinion, you can likely write better graphics code than I so have at it ;)
The other module of interest is the target spatial asset caching module, Lucien. I moved my 3D kinetic point tracking grid into this for the mean time as I was planning on using the Tetrahedralization grid as a read only spatial index for Luciferase. This will likely change as there are far more efficient encodings of the tetrahedrons n’ such for read only grids I should be making use of any way.
While not the focus of the current series of posts, I do think the kinetic point tracking grid is pretty damn cool. It’s pretty darn fast and efficient, creating a Delaunay Tetrahedralization from 1024 random 3D points in under 5ms on my M1 laptop. That’s pretty much amazing from my point of view. If I cut that down to 512 I can do that under 2ms. Why the heck is that cool? Because the tetrahedralization and the dual - the voronoi diagram - is basically a nearest neighbor spatial index. Which, you know, is kind of nice and essential for things like collision physics n’ such.
Current Heap
Here’s the current heap of papers that I’ve been focussing on lately. This list is the winnowed batch from the last moth of frenzied reanimation of all this stuff from a decade long sleep. Found an awful lot of new material and research, which is very cool. Learned a whole new vocabulary that I will proceed to butcher, misuse and mispronounce.
A tetrahedral space-filling curve for non-conforming adaptive meshes - this is like waving a red flag in front of an angry bull. My lord. Candy. I think this is where I want to end up from an indexing POV, but there’s a long way for me to conceptually go before I get to that understanding, likely.
Body Centered Cubic Grid - Coordinate System and Discrete Analytical Plane Definition - this is an excellent paper laying out a triplet integer coordinate system that I’ll be using until I figure out I’m wrong or insane or something
GENERALISED TRIANGULAR GRIDS IN DIGITAL GEOMETRY - Digital geometry is going to be a common theme, as well as triangular and hexagonal grids.
Geometric Transformations on the Hexagonal Grid - moar useful math and concepts we take for granted, expressed in the hexagonal grids
Coding cells of digital spaces: a framework to write generic digital topology algorithms - a concise coding of the cells of n-dimensional finite regular grids. So, you know. Gonna be essential.
Efficient Computation of Clipped Voronoi Diagram for Mesh Generation - because I really need to implement this for the Delaunay Tetrahedralization and Voronoi visualizations of my kinetic and static grids.
Will be updating and such as my whims take me.








