Vixen
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Engine · guide

Editable meshes

Faces over shared positions, an edge table that reports rather than refuses, and face groups.

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  • Components — The data an entity has, and what makes a type one.
  • Editable meshes in a scene — How an entity comes to carry an editable mesh, how it is saved, and how an edit is undone.
  • Element selection — Vertex, edge and face modes over one mesh — what a click takes, what a loop walks, and what survives an edit.
  • Mesh operations — Extrude, inset, bevel, loop cut, knife, bridge, weld, dissolve — the modelling verbs, as functions over a mesh.
  • Block-out shapes — Boxes, stairs, arches and the rest, generated from a handful of numbers that stay live afterwards.
  • Mesh surfaces — Where a face's texels come from and which normals it shades with — world-space projection and smoothing groups.
  • Mesh booleans — Union, difference and intersection over solids, classified exactly so that coplanar faces do not open cracks.