Polyhydra Core
Polyhydra Core provides procedural generation of complex geometric forms in Unity through mathematical polyhedra operations. Built on Conway operators and Wythoff construction, it enables creation of intricate 3D meshes for architecture, art installations, and generative design. Features include halfedge mesh manipulation, multiple grid systems, isohedral tilings, and triangulation tools for advanced geometric exploration.
com.ixxy.polyhydra.core 
Install via UPM
Add to Unity Package Manager using this URL
https://www.pkglnk.dev/ixxyxr-core.git#upm README Markdown
Copy this to your project's README.md
## Installation
Add **Polyhydra Core** to your Unity project via Package Manager:
1. Open **Window > Package Manager**
2. Click **+** > **Add package from git URL**
3. Enter:
```
https://www.pkglnk.dev/ixxyxr-core.git#upm
```
[](https://www.pkglnk.dev/pkg/ixxyxr-core)Dependencies (1)
README
Polyhydra

Polyhydra is a toolkit for the procedural generation of geometric forms in Unity. The above image is from a VR piece I made using it called "Gossamer" that is currently exhibited in the Museum of Other Realities: https://andybak.net/gossamer
- YouTube playlist: https://youtube.com/playlist?list=PL94EgLgEIJyJQh_nB-CvSKbXjNU0ojNqC
- Gallery: https://andybak.net/polyhydra
Getting Started
This is a cleanup and refactor of https://github.com/IxxyXR/polyhydra-upm which itself was extracted from https://github.com/IxxyXR/polyhydra
This is where active development is taking place but the other two repos might be worth looking at if you want to see more usage examples and sample files.
Credits
As far as possible I'd like to licence this under the MIT licence or similar but the code has a complex heritage.
Obviously the original work by Willem Wythoff and John Conway. And also countless other mathematicians who have formed a base for, contributed to and extended the work in this area. A special shout out to George Hart who is often co-credited with Conway due to the large amount of work he did exploring and extending Conway's original operators.
The actual Wythoff code was 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/ 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)
Conway operator code and the core halfedge mesh is based on work by Will Pearson @mcneel which can be found here: https://github.com/pearswj/buckminster
Multigrids is ported from work by Wolthera van Hövell tot Westerflier for https://github.com/kde/krita - they generously agreed that my version could be MIT licenced.
Portions of grids.cs is from Antiprism and is MIT but should be attributed to Adrian Rossiter and Roger Kaufman: https://github.com/antiprism/antiprism/blob/master/COPYING
Isohedral tilings are from tactile.js https://github.com/isohedral/tactile-js Thanks to Craig Kaplan @TriggerLoop
Triangulation code is from https://github.com/gpvigano/AsImpL
My original inspiration was 3DS Max's Hedra plugin which kept me entertained for quite a while nearly 2 decades ago. I think credit for that is due to Tom Hudson :-)

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