tynet-lichat/shirakumo - IRC Chatlog
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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.
22:15:59
|3b|
ACTION probably doesn't have any useful ideas for data structure, but isn't really sure what you are asking for anyway...
22:16:45
|3b|
if you have a regular grid of points, do you want it to return either a group per point or 1 group for whole thing depending on distance?
22:28:06
|3b|
in the paste, that RADIUS looks more like a diameter (if that matters), and i'd probably initialize Z to 0 when copying from vec2 in ensure-region