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Likewise! Thanks for reaching out. They do look broadly similar in their goals, though it appears yours operates on both manifold and open meshes (mine does only manifold input/output). You also appear to use an exact geometry kernel, which is the method most good computational geometry uses. Mine has a different underlying system which embraces floating-point error, but guarantees manifoldness even for highly degenerate situations. Really that's all that sets it apart from what's come before. I'd welcome comparisons though; I'm sure you've found some difficult test cases - I'd love to know if you can find problems with mine. Also, you mention using high-performance parallel computing; does it take advantage of the GPU? I'm making as much of mine CUDA-capable as possible, which is giving it decent performance (it's improved a bit from here). How does yours compare to CGAL? That's been my benchmark so far. |
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The license of MCUT (GPL) is not compatible with use in commercial products such as commercial games using Godot Engine. |
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Hi,
Cool library.
Can you provide some insight as to how Manifold differs from MCUT, which is a library I develop?
best,
Chitalu
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