tomilov/sweepline — explained in plain English
Analysis updated 2026-08-10 · repo last pushed 2019-09-17
Divide a city into delivery zones based on which warehouse is closest to each area.
Assign game territory to players based on control point locations.
Build applications that need to find the nearest point for any location on a 2D surface.
| tomilov/sweepline | craftsmantweezers95/unlocker-phone-tool-2026 | kernullist/kn-live-dbg | |
|---|---|---|---|
| Stars | 20 | 20 | 20 |
| Language | C++ | C++ | C++ |
| Last pushed | 2019-09-17 | — | — |
| Maintenance | Dormant | — | — |
| Setup difficulty | moderate | moderate | hard |
| Complexity | 2/5 | 2/5 | 5/5 |
| Audience | developer | ops devops | developer |
Figures from each repo's GitHub metadata at analysis time.
Requires C++ familiarity and integration is only documented via code example, so you need to read the source to understand the interface.
Sweepline is a tool that takes a set of points on a flat surface and draws a Voronoi diagram around them. A Voronoi diagram is a way of dividing up space so that every point on the map knows which of your original points is closest. You can think of it as drawing boundaries around neighborhoods, where every house in a neighborhood is closest to the one central point that defines it. This kind of diagram is widely used in things like cellular network planning, mapping the nearest coffee shop, or biology. The tool uses a classic method called Fortune's algorithm, which is known for being fast and efficient at this specific task. The project is built in C++ with a focus on speed and on handling tricky edge cases correctly, for example, when points line up perfectly or sit very close together. The README doesn't go into detail beyond that, but the emphasis on corner cases suggests the goal is reliability in situations where other implementations might stumble. This would be useful for developers building applications that need spatial partitioning. For instance, if you are building a delivery app and want to divide a city into zones based on which warehouse is closest, or if you are creating a game and need to assign territory based on control points, this kind of calculation is what you need. It's a building block for anyone working with nearest-neighbor problems on a 2D surface. The project is small and focused. It does one thing, generate Voronoi diagrams, and the interface is minimal: you give it a sorted list of points, and it gives back the vertices and edges that make up the diagram. There is no documentation explaining how to integrate it beyond the code example, so it assumes some familiarity with C++. The tradeoff here is simplicity and speed over hand-holding.
Sweepline is a C++ tool that generates Voronoi diagrams from a set of 2D points using Fortune's algorithm, focusing on speed and handling tricky edge cases like collinear or tightly clustered points.
Mainly C++. The stack also includes C++, Fortune's Algorithm.
Dormant — no commits in 2+ years (last push 2019-09-17).
No license information is provided, so the default copyright terms apply and usage rights are unclear.
Setup difficulty is rated moderate, with roughly 30min to a first successful run.
Mainly developer.
This repo across BitVibe Labs
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