Wednesday, April 1, 2009

Release 0.8

The day has come for another release. And what's a release without a blog? Here's the post for it http://www.c3dl.org/index.php/c3dl-dev/collision-detection-recap-of-release-08/

Thursday, March 26, 2009

More blogs and demo

http://www.c3dl.org/index.php/c3dl-dev/collision-detection/

This one talks about the improved speed of the collision detection and how that was achieved. The demo is at http://matrix.senecac.on.ca/~pplam3/OSD/canvas3dapi-dev4/testDemo.html



http://www.c3dl.org/index.php/c3dl-dev/collision-detection-default-testing/

This one talks about adding the feature of turning on/off the triangle-triangle test.

Friday, March 13, 2009

More Blogs And Release 0.7

So we're finally reaching close to 1.0. It's crunch time and we really need to get our projects running smoothly. For me, that's a bit of a problem. The collision detection, in theory, is complete. It does what it needs to do, go through the objects in the 3D space, check for any collisions, and return that list back. That part work, it checks and it returns the result. But what the problem is, is the "smoothness" of the collision detection. Whenever there are more complicated objects with a lot more vertices in them, the collision detection takes a plummet to the bottom of processing and completely kills the whole canvas. For comparison, when testing between cubes, it's very smooth, because there are only 12 triangles on each cube. But as soon as we put spheres in, it just dies.

So what happens now is that the collision detection needs major improvement in efficiency. It needs to jack up the speed to run the test and make sure there's no unnecessary code running wild. To start off, I've cut down the number of triangle-triangle tests needed to be perform for the object by about half. Further details here
http://www.c3dl.org/index.php/c3dl-dev/collision-detection-signs-of-improvement/

Then next, I've cut down the number of ray-triangle tests called for each triangle-triangle test. Further details here
http://www.c3dl.org/index.php/c3dl-dev/collision-detection-07-further-improvements/

The plan for the next improvement is to break the 3D space into regions and perform collision detection in each region, instead of checking the 3D space as a whole. This will cut down the number of objects to compare for the collision detection and should increase the speed.

Friday, March 6, 2009

Friday, February 20, 2009

Collision Detection Release 0.6

The blog entry and details for release 0.6 has been posted on the C3DL page, and it can be read through here.

In this blog, I've talked about what was included in the release and explained how to use the collision detection class.

Again, here's the link to the demos created so far for collision detection: http://matrix.senecac.on.ca/~pplam3/

Friday, February 13, 2009

Collision Detection Updates

Again, I have posted my blog on C3DL site. Here's the link to it.
http://www.c3dl.org/index.php/c3dl-dev/collision-detection-updates-demo-pages/

In this blog, I have blogged about what the future plan is for the next release, as well as what's been done since the last release.

The most important part is that I've posted the links to the demo pages again. Here are the links to them.
Basic Demo Page 1
Basic Demo Page 2
Advance Demo Page

All of these and any other future demo pages can be found here: http://matrix.senecac.on.ca/~pplam3/