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Or just another general bug, but I'm more leaning towards the edge cases of robustness with floating points in the triangulation implementation.
At this point I don't really wanna bother trying to fix it, as it would be annoyingly hard for me to figure out, but more the stupid char limit, in which if a (~800 char) interpreter using string data existed, then maybe a rewrite to have it in 1 or 2 scripts, and try a more robust algorithm implementation.
Still, thx for pointing out that it crashes. Might fiddle with it again in the future.
Okay thx. Makes more sense that there is a general bug and not (altho maybe too, but could just be more are testing in multiplayer) a only multiplayer bug.
I do some hacky stuff of course to fit code in the 4096 char limit, so it is split into 4 scripts to work and some slight bit manipulation involving floats, to get more bandwidth between scripts, which I'm not entirely sure is 100% correct, so maybe some edge cases there.
The triangulation algorithm implementation I know is not 100% robust due to floating point error arithmatic/comparison, so there are some very unlikely edge cases there too.
(And the chosen algorithm needs a "super-triangle" that encapsulates all sampled points, which is just chosen to roughly cover the playable map, but that would fail too, if sampling data far out of the map)
I won't try to fix this in the near future as my focus lies elsewhere and not really interested in SW, also about to start Computer Science at Uni.
Mainly the stupid char limit that I wanna try to fix, which I've looked slightly into and figured an approuch that takes ~800 chars for an interpreter reading string custom bytecode, but it is the compiler for Lua -> custom interpreter/bytecode that's the hard part, so it halted, might try in the future.