Update on Clipper Library Implementation

I wanted to share a quick update regarding the Clipper 2D library I’ve been working on. Initially, my goal was to fully reimplement Clipper2 with various optimizations. Over time, the project evolved into a streamlined version tailored for use in my game engine, focusing on efficient boolean operations on polygons with improvements in memory management and performance. Given that I have two larger projects that require my attention, I’ve decided to pause further development of the library. However, I’ve finalized a working version, which is available in its repository. It successfully performs the core polygon operations I originally set out to implement, and that was my primary goal. ...

March 1, 2025 · 1 min · 140 words · pvlso

Clipper2 Reimplementation

While developing the navigation meshes for my game, I ran into a persistent issue: clipping polygons. I initially implemented a polygon subtraction algorithm that worked well for most cases, but it quickly became apparent that there might be a better approach to polygon clipping. Inspiration from Godot Engine After taking a short break from game development, I decided to dig into the Godot game engine, specifically its latest version, which includes navigation mesh support. After setting up everything in the debugger, I discovered the library Godot uses for polygon clipping. At first, I was confused by how it worked and why it was implemented that way. But after reading the documentation and doing some research, I gained a clearer understanding. ...

October 23, 2024 · 3 min · 574 words · pvlso