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Wonderful.

1. Do you plan an open source licence for any of the underlying code?

2. Is the construction parametric or is it based on a large catalogue of the various polyhedra and associated constructions?

3. Any plans to allow stacking of operations? First thing I tried was to apply multiple truncates but it's only a toggle switch. But then your code knows when an operation results in another named polyhedra so I'm guessing you might be using a catalogue of relationships rather than geometrically truncating a mesh representation.

4. This is crying out for a WebVR mode...

I've been playing with a combination of the Wythoff Construction and Conway Operators to do something similar in Unity: https://github.com/Ixxy-Open-Source/wythoff-polyhedra but I haven't had time to wrap it in a nice UI




1. The source code is here: https://github.com/tesseralis/polyhedra-viewer, under the MIT license. 2. Both! I do have a catalog of the polyhedra (adapted from http://www.georgehart.com/virtual-polyhedra/vp.html). Some of the operations, like truncation, are done parametrically, but others, like expansion, I "cheated" and relied on knowing what the result is b/c I was just too lazy to figure out the math. 3. I don't think so. The primary focus is the relationships between the regular faced polyhedra, so only the operations that keep you within this particular set. Unfortunately you can only truncate something once before the faces become non-regular. 4. I know right??? First I need to figure out how to VR... shrug

Yeah, generic Wythoff and Conway operators are wild... I'm still not sure I fully understand them. Maybe your thing can help me eventually ^^


> Maybe your thing can help me eventually

Maybe my thing can help me eventually! Most of the clever code is from elsewhere and I need to brush up on some fundamental maths to really understand it. I've ended up with two different mesh representations which I convert between (one for the base Wythoff stuff and the other for applying Conway operators). Ideally I'd rewrite one of the other to get rid of this.

You do start to get awesome results by just fiddling with different chains of operators so I'd love to wrap that part in a nice UI and release it as a toy. It is of course very easy to end up with way too many polygons as most operators double the count at the very least.

I'm very jealous of some aspects of your app. I might need to borrow some ideas... :-)


Borrow away! Which parts are you thinking of, if I may ask?


1. The UI for choosing which face type to perform some operators on. I had a numeric input field which is fairly unfriendly in hindsight.

2. I didn't have twist, elongate or several of your other operations. They won't always make sense as general operations but it's given me some ideas.

3. Lots of little UI touches. I was fumbling around with various UI ideas and you've given me a better sense of direction.




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