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Its 4 o'clock in the morning here,
and I've just finished the code for the
Object-Water Interaction.
It's pretty complicated, but not much more
parsing-intensive than the other macros. The
only difference is this Macro will definitely
change its parsing times depending on amount
of Objects Interacting and their size in relation
to the water-surface. Another factor for that is
the bounding box of the objects, it defines the
amount of nodes to be parsed for checks, and
last but not least, I still need to implement mesh-
support for the object-interaction, which will
also be more parsing-intensive than plain CSG.
Ah well. You'll notice on this animation that
the steps are pretty obvious, as soon as the
rotating sphere begins to move faster, it leaves
a jagged trail. Thats the limitation of the system,
I can't calculate meta-data, its all just step by step.
Since its all pure POV-SDL and a confuse code
as it is, I'm not planning on adding meta-data.
Now I'll begin with cleaning up code, looking for
better efficiency and do extensive testing. Enjoy
this one for the time being.
And since there wasn't much feedback on the last
animation, I think you guys are fed up with my
water animations, so I'll just be a little sparse with
em. :-)
Regards,
Tim
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmx de
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Download 'obj_test5_small.mpg' (343 KB)
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