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Just a bit of a doodle while I experiment with collision detection during
random placement. Works quite well, but obviously filling the surface more
completely takes ages... I need to make it a little more efficient.
Bill
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Attachments:
Download 'construct.jpg' (211 KB)
Preview of image 'construct.jpg'
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Not bad. Will you post your anti-collision code later?
Sven
"Bill Pragnell" <bil### [at] hotmailcom> schrieb im Newsbeitrag
news:web.455afaf7f182180e731f01d10@news.povray.org...
> Just a bit of a doodle while I experiment with collision detection during
> random placement. Works quite well, but obviously filling the surface more
> completely takes ages... I need to make it a little more efficient.
>
> Bill
>
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"Bill Pragnell" <bil### [at] hotmailcom> wrote:
> Just a bit of a doodle while I experiment with collision detection during
> random placement. Works quite well, but obviously filling the surface more
> completely takes ages... I need to make it a little more efficient.
>
> Bill
Very cool. Reminds of fighting Andross, the final boss in Starfox on the
SNES :-D
George
http://www.gammaburst.net
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"George Pantazopoulos" <go### [at] tomyaboutpage> wrote:
> Very cool. Reminds of fighting Andross, the final boss in Starfox on the
> SNES :-D
except of course for no lighting like this and for just a few dozens of
polygons instead of all of these mathematically perfect superellipsoid
surfaces. :)
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"nemesis" <nam### [at] gmailcom> wrote:
> "George Pantazopoulos" <go### [at] tomyaboutpage> wrote:
> > Very cool. Reminds of fighting Andross, the final boss in Starfox on the
> > SNES :-D
>
> except of course for no lighting like this and for just a few dozens of
> polygons instead of all of these mathematically perfect superellipsoid
> surfaces. :)
Huh. Never got to the end of that game. But then, it wasn't my SNES. Good
game though... :)
<pedantry> PS they're not superellipsoids </pedantry>
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"Sven Littkowski" <sve### [at] jamaica-focuscom> wrote:
> Not bad. Will you post your anti-collision code later?
Yes, I can do. I want to work on it a bit more first though, it's probably
not terribly efficient yet! :-D
Bill
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Bill,
That's just what I had in mind for a much earlier greeble thread.
If you can do that you have what it takes to simulate a cell surface.
I look forward to the collision detection. Will it work with arbirary
geometries?
Good stuff!
DLM
"Bill Pragnell" <bil### [at] hotmailcom> wrote in message
news:web.455afaf7f182180e731f01d10@news.povray.org...
> Just a bit of a doodle while I experiment with collision detection during
> random placement. Works quite well, but obviously filling the surface more
> completely takes ages... I need to make it a little more efficient.
>
> Bill
>
Post a reply to this message
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"Bill Pragnell" <bil### [at] hotmailcom> wrote:
> Just a bit of a doodle while I experiment with collision detection during
> random placement. Works quite well, but obviously filling the surface more
> completely takes ages... I need to make it a little more efficient.
>
> Bill
Very cool. I see the makings of a "planetoid covered with buildings" image.
I like the *power* this image conveys, with those energetic lighting
effects.
An object like this would make a good executive desk thingy, IMHO. You
could probably sell a million of 'em! It would be a constant reminder and
reinforcement to CEOs that they "control the world." ;-p
Ken
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"dlm" <me### [at] addressinvalid> wrote:
> That's just what I had in mind for a much earlier greeble thread.
> If you can do that you have what it takes to simulate a cell surface.
That did occur to me actually, although I had very different plans for this
originally. I'll tidy it up and see how fast I can get it. Then you can do
with it what you will!
> I look forward to the collision detection. Will it work with arbirary
> geometries?
That was my intention. It works with trace(), in all directions from a point
at the moment (test object here is a sphere), but it should be easy to adapt
it to different arrangements. Orientation of bits is based on local test
object surface normal, so wahey. It's not terribly clever; basically I'm
storing bit size and location in arrays as I go along and testing against
each previous bit to either create randomly sized bits or fill a gap
between bits. Can get time-consuming. However, for greebling polygonal
surfaces it could be pretty quick.
> Good stuff!
I thankyou.
BIll
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"Kenneth" <kdw### [at] earthlinknet> wrote:
> Very cool. I see the makings of a "planetoid covered with buildings" image.
> I like the *power* this image conveys, with those energetic lighting
> effects.
Not very difficult, actually. Only the third or fourth attempt, I believe,
and it only took 30 minutes to render (just over 1 min of which parsing).
> An object like this would make a good executive desk thingy, IMHO. You
> could probably sell a million of 'em!
Yeah, but it would probably burn a hole in their desks! :-D
Bill
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