MikieK
@mikiek
New Member
Joined: Feb 15, 2024
Topics: 45 / Replies: 137
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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
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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
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RE: IntersectRay, so good, but so slow…

Highest takes precedence hopefully…

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

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

9 years ago
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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
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RE: Interactive Solver C#

Cheers! That’s indeed useful

9 years ago
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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…

10 years ago
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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…

10 years ago
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