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scott nous apporta ses lumieres ainsi en ce 28/06/2004 07:12... :
>Josh wrote:
>
>
>>>I find the fun part is to make the code run faster by using clever
>>>tricks...
>>>
>>>
>>>
>>I started the basics this weekend. Ive got a particles collection
>>sorted and scripting engine so that I can script animations. So far
>>all I've produced is one sphere dropping under force of gravity. Not
>>very intresting to watch. Thinking in terms of collision checking,
>>I set a "Collision Accuray" parameter into the scripting language.
>>If I set this to 5, the system will make 5 collision checks as its
>>applies the motion vectors to all particles in the scene in five
>>segments. I'm thinking that this is getting really "processor heavy".
>>
>>
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>What do you mean "in five segments"? Do you mean 5 segments in space or 5
>in time?
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Looks like 5 test between 2 positions, both in time and space. You take
start position and end position, then you interpolate 5 steps to see if
there is any colision in that interval. I think that it's possible to
find that in one step, but I can't replace the mathematics to do that. I
think that you need some integral or diferential function.
Alain
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