tynet-lichat/shirakumo - IRC Chatlog
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9:09:08
|3b|
looks like it isn't even really possibly to make a table of "real" values, depends on too many other parameters
9:23:40
shinmera
I was very surprised that I couldn't find a ready to use table in some other engine
9:43:58
|3b|
looks like people tend to just store a value per material and combine them somehow (multiply, etc)
9:45:55
|3b|
one thing i read suggested friction is complicated enough that you might want per-pair values if you want good driving
9:47:13
|3b|
(and your example list probably also shows same thing, velcro-velcro is very high, but velcro-anythingelse is probably pretty low
9:48:11
|3b|
and yeah, good driving might be different enough from the default case to be completely separate
10:04:28
|3b|
cool, it's on my list of things that would be interesting to do soon, though not sure that implies much for "likely to do soon"
10:05:12
shinmera
I need to decide what to do next because I really don't want to work on implementing GJK
10:05:13
|3b|
ACTION should really find some way to produce income at some point, and that probably doesn't really qualify :/
10:07:48
selwyn
and it writes code which is then (with the programmers approval) executed in the repl
10:09:43
shinmera
I've been thinking about refactoring the spatial query structures into their own library and at least adding a grid3 implementation.
10:10:56
|3b|
unity apparently lets you pick how to combine them per material (avg,min,multiply,max)
10:11:25
selwyn
so you can say 'computer make a chair and put it on the ground to my left' and it will write a lisp snippet to do that
10:16:45
shinmera
it just has a btMaterial with a friction and restitution value, but no library for em.
10:25:45
shinmera
Maybe I'll do a softbody thingy for cloth. That could be fun (and something I'll need).
10:30:31
shinmera
If the easiest way to get a close enough shape to describe what my model is is two partially intersecting cubes, then... well.
10:32:48
shinmera
I suppose for the intersecting case we'd need a whole computational geometry suite to compute mesh union/intersection/etc.
10:34:35
shinmera
But yeah, having the simple case covered for now at least would already be better than nothing :)
10:58:17
shinmera
There's so much stuff that can be done for 3D, I am 100% certain there's things you can offer.
12:28:58
shinmera
gingerale: how do you feel about splitting off bvh2 and quadtree into a 3d-spaces library?
12:30:46
gingerale
So an octree? Sure. Not sure how bvh2 does exactly so I'll have to read on that first but it shouldn't be too tough.
12:31:10
shinmera
I mean just taking the source files and putting them into a library separate from trial
15:09:07
shinmera
Anyone know of a data structure particularly suited for finding groups of objects that are all within a max distance from any other object within that group
15:09:38
shinmera
as in, I want to iterate over disjoint sets of objects wherein every object within each set is less than a max-distance away from every other object within that set.
17:39:34
selwyn
you could build a graph where objects are vertices and they are connected if they are less than max distance away from each other
17:42:57
shinmera
I'm wondering about this because usually you want to do a broad phase search that gives you sets of possible collisions, rather than going over every object and then doing a broad phase against objects in the neighborhood
17:48:22
selwyn
and it's guaranteed that each set has every member being at most n*max distance away from each other
17:56:52
shinmera
No, none of those structures really give you an idea about adjacency or clustering, which is what I'm interested in.
18:12:20
shinmera
The point of standardising the region struct is so that all implementations can use that one structure to receive information about the size of the area to query.
18:30:24
shinmera
gingerale: https://github.com/Shirakumo/3d-spaces it's here for now. I just copy pasted the files, will make them work with the interface tomorrow.
19:28:53
shinmera
gingerale: also looks like your emacs config still creates files with CRLF rather than LF by default.
20:59:40
shinmera
one of the primary issues I can see is that you need very fast updates to the structure.
20:59:55
shinmera
objects will move a lot and new objects being added cannot be too expensive, or it would lead to lag.