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Implement a benchmark algorithm Delaunay3D
#39
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If the PR mentioned above gets merged, completing this PR should be as easy as changing the insides of the Geometry3D.tetrahedralize_delaunay(scattered_points) |
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Same concerns as #38 apply to this PR, although this one isn't in a functional until 3D Delaunay triangulation is expsed to scripting.
Committed an update that should be the final version. I haven't changed the number of points, because on my low-end laptop this benchmark takes I assume on a rig with the CPU you mentioned this will take significantly less time. |
@Chubercik Can you change this PR's status from draft to ready for review? |
The reason why I left it hanging as a draft is because until (probably) Godot 4.3 comes out, code from this PR won't be able to run - there is no such function as |
Oh sorry, I overlooked that. But I think it's fine either way. Could you add a |
Sure thing, the PR description has been updated. |
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Tested locally, it works as expected.
For reference, these are the scores on a debug editor build on an i9-13900K:
- Delaunay 2D: 71 ms
- Delaunay 3D: 482 ms
And on an optimized editor build:
- Delaunay 2D: 71 ms
- Delaunay 3D: 458 ms
Delaunay 1000 points in 3D
benchmark of the Math category proposed in [Call to Action] Benchmarks for the benchmark server #36.Geometry3D
godot#83353.