How to express <> from c# in boo

I’m trying to use the delaunay triangulation from: Loading... in boo.
When translating the example, I came across something I hadn’t used before. The line in c# is:

VoronoiMesh<Vertex2, Cell2, VoronoiEdge<Vertex2, Cell2>> voronoiMesh;

I thought that in c# could be generally swapped for [of Type] which lead me to putting this line in my boo script:

voronoiMesh as VoronoiMesh[of Vertex2, of Cell2, of VoronoiEdge[of Vertex2,of Cell2]]

but this leads to the error:
BCE0043: Unexpected token: of.

Can anyone tell me how to correctly translate this kind of nested type stuff into boo?

Have you tried using this:

voronoiMesh as VoronoiMesh[of Vertex2, Cell2, VoronoiEdge[of Vertex2, Cell2]]

instead of this?

voronoiMesh as VoronoiMesh[of Vertex2, of Cell2, of VoronoiEdge[of Vertex2,of Cell2]]

Indeed, that was it. Cheers!

May I ask you something? I can see that you are a “3d Technical Director turned indie game developer”, and I am interested to know why are you using Boo instead of C#. Does Boo offer any advantage(s) over C# or vice-versa?

Thanks!

Sorry, I didn’t spot the notification. Boo is just a personal preference. It is generally less verbose than c# so you end up with shorter and more readable code. Also it has a lot of similarities to python which is used a lot in various 3d programs so working across the whole pipeline you don’t have to switch language style so much.

Not knowing how much of C# translates to Boo, you are probably in for a lot of headaches. That project uses a ton of generics, interfaces, multiple inheritance of generic interfaces, and a thousand and one terrible coding practices in unity.

If you are mostly doing this for shits and giggles, I won’t stop you, but save the convex hull internal class for last. Don’t even look at it until you have finished everything else.