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-rw-r--r--blog/kicad-mesh-plugin/index.html42
1 files changed, 23 insertions, 19 deletions
diff --git a/blog/kicad-mesh-plugin/index.html b/blog/kicad-mesh-plugin/index.html
index 5c3fb6e..7b57065 100644
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@@ -128,25 +128,29 @@ algorithm it yields more or less organized-looking results. Below are five examp
levels of randomness with the cells colored according to their distance from the tree root. 0% randomness means that the
algorithm is going to try cells in forward direction first on every step, and only then try out left and right. 100%
means that on every step, the algorithm is choosing a new direction at random.</p>
-<figure>
-<figure class="side-by-side">
- <img src="images/cells-0.svg" alt="a completely organized looking grid with spiral patterns all over.">
- <figcaption>0%</figcaption>
-</figure><figure class="side-by-side">
- <img src="images/cells-25.svg">
- <figcaption>25%</figcaption>
-</figure><figure class="side-by-side">
- <img src="images/cells-50.svg">
- <figcaption>50%</figcaption>
-</figure><figure class="side-by-side">
- <img src="images/cells-75.svg">
- <figcaption>75%</figcaption>
-</figure><figure class="side-by-side">
- <img src="images/cells-100.svg" alt="a completely random looking grid with cells aggregating into ireggular
- areas that look like paint splotches.">
- <figcaption>100%</figcaption>
-</figure>
-</figure><p>After I have built this tree like you would do in a depth-first search, I draw my one or several mesh mesh traces into
+<div class="subfigure">
+ <figure>
+ <img src="images/cells-0.svg" alt="a completely organized looking grid with spiral patterns all over.">
+ <figcaption>0%</figcaption>
+ </figure>
+ <figure>
+ <img src="images/cells-25.svg">
+ <figcaption>25%</figcaption>
+ </figure>
+ <figure>
+ <img src="images/cells-50.svg">
+ <figcaption>50%</figcaption>
+ </figure>
+ <figure>
+ <img src="images/cells-75.svg">
+ <figcaption>75%</figcaption>
+ </figure>
+ <figure>
+ <img src="images/cells-100.svg" alt="a completely random looking grid with cells aggregating into ireggular
+ areas that look like paint splotches.">
+ <figcaption>100%</figcaption>
+ </figure>
+</div><p>After I have built this tree like you would do in a depth-first search, I draw my one or several mesh mesh traces into
it. The core observation here is that there is only 16 possible ways a cell can be connected: It has four neighbors,
each of which it can either be connected to or not, which results in 2^4 options. If you consider rotations and
mirroring, this works out to rotations or mirrored versions of only six base tiles: The empty tile, a tile with all four