tessellation doc fixed

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Zeno Rogue 2022-09-14 13:58:58 +02:00
parent d279d2098e
commit d081bfb7ee
1 changed files with 4 additions and 4 deletions

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@ -50,7 +50,7 @@ This indexing will not be consistent: there is no way to index edges of every ti
always connects to a tile indexed i. (The engine ignores this; but for new tessellations it is recommended to use
`*k` or `repeat` to explain the situation explicitly.)
# Formulas
## Formulas
As mentioned above, all the numerical values can be provided as formulas. Formulas can use complex numbers.
@ -101,7 +101,7 @@ enable "configure FPP automatically", and also "make the tiles flat"; then leave
* If the tessellation is invalid, HyperRogue will invoke a debugger, which lets you see the tiles you have defined and move according to their connections. You can also invoke this debugger
maually with `debug(tile_index)`.
## How to make the tessellations look good
# How to make the tessellations look good
Normally, when you choose to load a tes file, a game of HyperRogue is run on the tiling selected. Which might be not what you wanted. Here are some hints for making nice pictures.
@ -130,7 +130,7 @@ Normally, when you choose to load a tes file, a game of HyperRogue is run on the
* You can also try menu -> creative mode -> map editor -> map settings -> canvas floor shape. This applies some HyperRogue floor shape tessellations to the current tiling. (You need to select the 'pattern'
first as explained above).
## How is this implemented
# How is this implemented
Every tile on screen is represented in the memory. Tiles are generated as needed.
@ -138,5 +138,5 @@ By default, Archimedean/tes files are generated using a simple method: when we c
if no we generate a new tile. However, coordinate-based computations in hyperbolic geometry are prone to numerical precision errors, so occassionally this may result in errors.
HyperRogue also implements the algorithm described [here](https://arxiv.org/abs/2111.12040) to create tree structures which avoid this problem. This is not used by default because occassionally (very rarely)
generating a tree structure can take some time. To run the algorithm, in 'experiment with geometry' pick 'size of the world' -> 'strict tree maps' -> 'strict tree based'. In the 'size of the world' menu
generating a tree structure can take some time (also it currently does not support affine, star, or tessellations with (ultra-)ideal-vertices). To run the algorithm, in 'experiment with geometry' pick 'size of the world' -> 'strict tree maps' -> 'strict tree based'. In the 'size of the world' menu
you can also get various information regarding the tree structure obtained.