It looks interesting but what makes this library any better than what's come before? Why should I learn Rust to use it or really for any computational geometry problem?
It looks interesting but what makes this library any better than what's come before? Why should I learn Rust to use it or really for any computational geometry problem?
Maybe I am just a web programmer who is really bad at math and programming but this seems like a crazy thing to rewrite for many projects. Even if it only takes a day or an afternoon that is time you could have spent proving if your idea works.
Ehhh, I haven't seen a really good, super robust solution for mesh vs. mesh. Deciding whether two meshes collide is simple enough, but robustly pulling out associated information like overlap volumes, penetration depths, etc gets pretty hairy pretty quickly - you start running into similar problems to mesh booleans.
Or, alternatively, the reason why mesh vs mesh is never used in video games is that it hasn't been solved well yet and we have to stick to simplified collision geometry and the resulting glitches we get in games?