I’m about a week behind schedule, but I’d never expected graph implementation to be so hard. As far as a simple graph goes, all is easy. The problem arises if you want to keep the graph planar, and keep track of the graph faces.
Yesterday I finally managed to get rid of those stupid coordinates in my generation Zones. Now a Zone can take any shape from a graph and generate itself from it. What that means for BZWGen is that I finally got the door open to a non-axis aligned world. Unfortunately, despite the fact that the PlanarGraph class works and is used by the existing grid generator, it’s still incomplete in terms of properly “growing” it, and there is no non-axis-aligned generator yet. I hope to get at least that finished before the7th July deadline.
As a positive sidenote however, riggin the zones into the planar graphs made the code more clean then ever. I removed a lot of obsolete code, cleaned up the rest and added doxygen comments to all the affected headers. A few more headers to comment, and this will be the best commented piece of BZFlag code :P.








