Procedural generation of geometric forms in Unity.
You start by choosing a uniform polyhedron: https://en.wikipedia.org/wiki/Uniform_polyhedron - these are generated using the Wythoff construction.
You can then stack up Conway Operators on top to create much more complex shapes: https://en.wikipedia.org/wiki/Conway_polyhedron_notation
Partly based on https://github.com/kaonasi (which in turn is based on the work of Zvi Har’El: http://www.math.technion.ac.il/S/rl/kaleido/ ).
Conway operator code by Will Pearson @mcneel from https://github.com/pearswj/buckminster
(Zvi Har'El has sadly passed away. I've tried to contact all potential copyright holders to see if it's OK to make use of their work as a basis for this but I've had no luck in getting a response. Please get in touch if you're an interested party. I'd love to put a proper open source licence on this)
My original inspiration was 3DS Max's Hedra plugin which kept me entertained for quite a while nearly 2 decades ago. :-)
- Allow face selection on all ops by checking that all faces sharing an edge match the rule
- Code all ops as primitive ops so we can preserve face roles
- Animation: truncation and stellation? P/Q animation similar to 3DS Max's Hedra?
- VR controls
- UI for choosing materials
- Augmentation
- Stellation
- Undo
- More base polys - Johnson Solids etc
- More ops.
- slow-motion generation, more shaders etc etc