Trey Reynolds (@donaldfreynolds) 's Twitter Profile
Trey Reynolds

@donaldfreynolds

96'
math enjoyer

ID: 4738518029

linkhttps://www.roblox.com/users/525919/profile calendar_today07-01-2016 22:14:35

4,4K Tweet

3,3K Followers

597 Following

Trey Reynolds (@donaldfreynolds) 's Twitter Profile Photo

Designing my own (it's probably the standard, or a stupid version of it) nav mesh pathfinding algorithm. I have the basics done, I believe. This is an example of it unrolling the mesh to find possible geodesic paths from one vertex to each other vertex. #RobloxDev

Trey Reynolds (@donaldfreynolds) 's Twitter Profile Photo

Been looking into navmesh pathfinding. I'm horrified for 2 reasons. 1) I don't believe standard navmesh algorithms guarantee shortest path. 2) This seems to be a universal compromise people are making for some reason. I'm probably doomed to performance issues. :,(

Trey Reynolds (@donaldfreynolds) 's Twitter Profile Photo

I think one of my major follies is that I prefer correctness over speed, which is why all of my time ends up going into speed.

Trey Reynolds (@donaldfreynolds) 's Twitter Profile Photo

Imagine you have 4 planes in 3D, and you want to find a point that is equidistant to each of the planes. Today I found a wonderfully elegant way to find this "incenter". Before I share it, wondering if anyone else knows a nice way.

Trey Reynolds (@donaldfreynolds) 's Twitter Profile Photo

If `intersect(A, B, C)` gives the intersection of the three planes, then the incenter of four planes is given by `intersect(B - A, C - B, D - C)` Where a plane is defined implicitly as (a x + b y + c z = d)

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Selection Runner Quickly test code without having to use the Command Bar or worry about Signal clean up! create.roblox.com/store/asset/13… #RobloxDev