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.
The logic is fairly simple: I don’t give a shit what you name your player object. I don’t care how deeply you bury it in a closure. I don’t care what class you instantiate it from. At some point, you have to call .play(). And when you do, I’ll be waiting.
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SSIM (Structural Similarity Index Measure) compares two images by evaluating luminance, contrast, and structural patterns across local windows. It returns a score from -1 to 1: 1.0 means the images are pixel-identical, 0 means no structural correlation, and negative values mean the images are anti-correlated (less alike than random noise). For glyph comparison, it answers the question: do these two rendered characters share the same visual structure?