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by tetris11
409 days ago
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I was mixing methods, sorry. My initial rendition for solving the cuts would initialise a somewhat sparse network from tree to ground, and solve for non-overlapping paths. This became convoluted and I just opted for a far easier method of solving vector intersections. Its also not perfect since I haven't factored in rotation origin very well, and I'm now pursuing a far simpler physics-based approach |
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