Yes indeed, it makes a whole lot of sense to be able to weld in a language called Welder. Which is why welding is finally implemented. Right now it's relatively slow, since I don't do anything fancy as far as acceleration structures are concerned. Nonetheless, it runs fast enough to have a hundred welds or so on a reasonably complex mesh in under a second. Still a great language for prototyping!
Here's some hair, created with extrusion, displacement, and welding:
Here's the (remarkably simple) code:
Unlike other operations, the weld operation does not take the object on which it operates as a parameter (well, it takes the "attacher," but not the "target"). This required implementing a new feature in the language that keeps track of the cumulative results of previous expressions in the same block, or the parent block if the current block has not produced any results. This basically allows the weld to "see" the sphere in the parent block, which is precisely what we want. Furthermore, this allows the weld to be placed in a loop structure, which is obviously way more powerful than having to explicitly nest all of the loops.
Well, is it about time to start building ships for real?


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