#halfedge
My library TopoKit is essentially a DCEL/half-edge wrapper. I've now added support for face/edge/vertex attributes, and propagation of those during mesh operations.

#indiedev #gamedev #procgen #dcel #halfedge #computationalgeometry #topology
September 17, 2025 at 6:27 AM
Testing my topology (DCEL/half-edge) library a little bit. Some Conway operators on a polyhedron and Catmull-Clark SubDiv. Simple matcap rendering in the viewport.

#indiedev #gamedev #procgen #dcel #halfedge #computationalgeometry #topology
September 18, 2025 at 4:33 AM
Can you bevel edges non-destructively in halfedge? Like subdiv, but bevel marked edges.
November 11, 2025 at 6:33 AM
I'm trying to switch how I store my colliders to use the halfedge data structure, and while I think I managed to get a good grasp on the concept, none of the documentation I could find talked about how to build one from the component parts. All the info was about querying, or the steucture
August 22, 2025 at 5:30 AM
Is the HalfEdge modeler guy on bsky/mastodon?
November 7, 2025 at 2:25 AM
Have you seen Plasticity and if so any thoughts on it? Curious what niches halfedge fits better. AFAIK plasticity is more on the CAD side but is not fully parametric yet. It looks like you can achieve a pretty fast workflow for hard surface modelling tho.
December 8, 2024 at 5:54 AM
I don’t want to be scope-creep guy, but since Godot came to Meta Quest, people have been looking for a Quest-based modeling tool. Would it be possible to build a standalone halfedge apk for Android? Wouldn’t even need to be stereo 3d. 😬
October 12, 2024 at 5:23 PM