# Habrador/Computational-geometry

Computational Geometry Unity library with implementations of intersection algorithms, triangulations like delaunay, voronoi diagrams, polygon clipping, bezier curves, ear clipping, convex hulls, mesh simplification, etc

Repository: https://github.com/Habrador/Computational-geometry
Canonical: https://ross.abutalabs.com/products/computational-geometry
Homepage: https://www.habrador.com/
Language: C#
License: MIT
License Family: permissive
Topics: unity3d, computational-geometry, voronoi, intersections, convex-hull, polygon-clipping, triangulation, constrained-delaunay-triangulation, jarvis-march, gift-wrapping, quickhull, delaunay-triangulation, open-source, bezier, interpolation, marching-squares, ear-clipping, mesh-simplification, computer-science, software-engineering
Last push: 2024-06-18T14:54:51+00:00

## Health v2 (maintenance only)
Score: 32/100 (v2, computed 2026-09-02T17:46:02.011165+00:00)
- activity 0, release rhythm 35, longevity 100
- inputs: {"age_days": 2674, "days_push": 806, "days_rel": null, "gap_med": null, "n_releases_24m": 0}
- flags: no_releases
- formula: round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10)

## Adoption (not part of the score)
Stars 1464, forks 160 (observed 2026-08-28T04:04:48.166776+00:00)

## What it is
A C# computational geometry library for Unity implementing intersection algorithms, triangulations (Delaunay, constrained Delaunay), Voronoi diagrams, convex hulls, polygon clipping, Bezier curves, and mesh operations like ear clipping and simplification. It ships with a test folder and a drop-in folder for Unity projects, with algorithms also explained in tutorial form.

## Use cases
- generate delaunay triangulation in unity
- compute voronoi diagram c#
- clip polygons in a unity game
- find convex hull of points
- simplify 3d meshes programmatically
- test line and plane intersections
- extrude a mesh along a bezier curve

## When to choose
- you're building a Unity game or simulation needing triangulation, hulls, or Voronoi diagrams
- you want readable, tutorial-backed C# implementations of classic geometry algorithms
- you need mesh generation, deformation, or simplification inside Unity

## When to avoid
- you need a high-performance, production-hardened geometry kernel outside Unity
- you require robust handling of unnormalized or extreme floating-point coordinates
- you need a maintained general-purpose 2D geometry library for non-game applications

## Facets
- artifact type: library
- maturity: active
- function: graphics, simulation, math, image-processing
- domain: graphics, simulation
- platform: game-engine, cross-platform
- tags: computational-geometry, delaunay-triangulation, voronoi-diagram, convex-hull, polygon-clipping, bezier-curves, ear-clipping, mesh-simplification, marching-squares, unity3d, game-development, algorithms, c#

## Member repositories
- Habrador/Computational-geometry (main) score 32

## Provenance
- Observed fields: from GitHub, fetched 2026-08-28T04:04:48.166776+00:00.
- Health v2: computed from the inputs above; adoption is never an input.
- Inferred fields (summary, facets, guidance): AI-extracted, prompt v1, taxonomy v1, on 2026-08-30T04:35:08.460357+00:00, confidence not recorded.
  - readme: https://github.com/Habrador/Computational-geometry (fetched 2026-08-28T04:04:48.166776+00:00, sha dfdfa18eab6c)
  - homepage: https://www.habrador.com/ (fetched 2026-08-29T11:43:28.677146+00:00, sha 0386ff36d7e3)
  - site_page: https://www.habrador.com/about (fetched 2026-08-29T11:43:28.686140+00:00, sha 1157a8f60fb4)
- Data as of 2026-08-30T08:39:29.467469+00:00.
