Not familiar with triangularization algorithms but is it causing issues when it picks long and narrow triangles? I assume a human doing it would in general try to go for more "balanced" ones?
Have used (a dotnet wrapper of) this to generate colour-coded round area polygons for municipal waste collections for many years now. works flawlessly and fast.
Hey Evgen, Earcut author here — thanks for the writeup and a really cool library! I need to see if there are any tricks to borrow for Earcut's JS version. :)
One thing to note is that I deliberately had to reject some of the potential optimizations to keep the library small, so that bundle size doesn't blow up — for most practical applications (e.g. Mapbox GL JS), it's already fast enough (and 4.1k min/gz). Curious how big the WASM build of Earstrip is.
On the C++ side, Mapbox now uses a hybrid approach where small polygons are processed with earcut.hpp, while big and complex polygon switch to a different algorithm based on monotone decomposition, because while it has higher constants in algorithmic complexity, it scales much better with input size.
Interesting optimisation, curious if you are willing to divulge which of the optimisation steps the LLM came up with, versus which it needed human assistance with?
I'm not sure, but "This post is about how we got there.\nA GPU fills triangles and nothing else." is very Claude-ish. So does "[I created] one commit per idea, and timed every commit on those same 3.7 million polygons, so each section below ends with a number." And "A triangle needs no cutting at all".
My experience is that Claude Opus 5 and 5.5 are very good at implementing optimizations, reasonably good at suggesting approaches to try, and not very inclined to identify slow runtime as a problem. It tends to go for simple implementations until I ask about speed, which is certainly conventional wisdom for development.
https://github.com/ishape-rust/ioverlay
either way, neat stuff, and the write up itself is excellent.
https://www.cs.cmu.edu/~quake/triangle.html
One thing to note is that I deliberately had to reject some of the potential optimizations to keep the library small, so that bundle size doesn't blow up — for most practical applications (e.g. Mapbox GL JS), it's already fast enough (and 4.1k min/gz). Curious how big the WASM build of Earstrip is.
On the C++ side, Mapbox now uses a hybrid approach where small polygons are processed with earcut.hpp, while big and complex polygon switch to a different algorithm based on monotone decomposition, because while it has higher constants in algorithmic complexity, it scales much better with input size.
My experience is that Claude Opus 5 and 5.5 are very good at implementing optimizations, reasonably good at suggesting approaches to try, and not very inclined to identify slow runtime as a problem. It tends to go for simple implementations until I ask about speed, which is certainly conventional wisdom for development.