MikieK
@mikiek
New Member
Joined: Feb 15, 2024
Topics: 45 / Replies: 137
Topic
Forum
Replies: 0
Views: 22
Topic
Reply
RE: IntersectRay, so good, but so slow…

because the algorithm has no idea where to search… what faces have to be proceeded per ray[/QUOTE] Yah… I totally get that… I think I’m running on 25…

9 years ago
Forum
Reply
RE: IntersectRay, so good, but so slow…

which says: “time:1 rays:1000 faces:2” one millisecond for 1000 calculations of a possible intersection of two faces[/QUOTE] Well… then this should b…

9 years ago
Forum
Reply
RE: IntersectRay, so good, but so slow…

Highest takes precedence hopefully…

9 years ago
Forum
Reply
RE: IntersectRay, so good, but so slow…

I was finding it quite a bit more awkward to implement, it needed a global initialization, update each frame as the mesh topology is animated (if I’m,…

9 years ago
Forum
Reply
RE: IntersectRay, so good, but so slow…

It was fast, till I applied it a thousand times…

9 years ago
Forum
Reply
RE: IntersectRay, so good, but so slow…

Well, it could be a surface, mesh, poly, primitive with modifiers, 3D text, etc. It’s fairly important for it to be flexible and work with different …

9 years ago
Forum
Topic
Forum
Replies: 12
Views: 8
Topic
Forum
Replies: 1
Views: 19
Reply
RE: Interactive Solver C#

Cheers! That’s indeed useful

9 years ago
Forum
Topic
Forum
Replies: 2
Views: 26
Topic
Forum
Replies: 0
Views: 23
Reply
RE: Rate Limiting Controller

Well, this is one step closer… Limiting on value, and limiting on slope. Still stuck on next derivative down, change in slope… (i.e. to make sure the…

9 years ago
Forum
Reply
RE: Rate Limiting Controller

It’s similar to smoothing, but a little more complex. the limits are indeed like cut off frequency, but unless the slope of the line exceeds a certai…

9 years ago
Forum
Page 1 / 13