The game server runs at 10 “ticks” a second. Every tick we move and grow players, eat fruit, calculate collisions, and broadcast the new gamestate to clients.
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If executed well, Delaunay-based tetrahedral dithering can outperform the N-convex method and produce results that rival Knoll’s algorithm. The devil is in the detail however, as actually implementing a robust Delaunay triangulator is a non-trivial task, especially where numerical stability is concerned. The additional memory overhead required by the triangulation structure may also be a concern.