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tessellation doc fixed

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Zeno Rogue 2022-09-14 13:58:58 +02:00
parent d279d2098e
commit d081bfb7ee

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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 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.) `*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. 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 * 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)`. 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. 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' * 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). 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. 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. 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) 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. you can also get various information regarding the tree structure obtained.