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dndn1 | 11 months ago
This algorithm is one I use to demo some features in a language I'm making called calculang [0][1] I like the way you step through the logic.
My only suggestion would be to include a raycasted scene because you can really grab a wide(r) audience (and I'd love to see how you get to voxel scenes!).
Either way - thanks for adding a neat new resource for this algorithm and I'm definitely taking notes Re your clean presentation of the details!
amjoshuamichael|11 months ago