Discussion:
11,086,656 face checks per frame
(too old to reply)
Nicholas R Forystek
2015-08-11 07:59:21 UTC
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reduced to 6,197,408
Nicholas R Forystek
2015-08-11 12:40:19 UTC
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in full case senario status. then below the ween of the 11m triangles with
out faulting the check.

9492 total faces in collision resivior times 4 objects (just boxes) to be
check against resivior (and are included in resivior) times 292 calls to the
check any one triangle against 4 objects totaling 37968 triangles equals
about or short of a grand of 11086656 triangles siffted through at a rate
showing about 25 frames persecond equates to 277,166,400 million traingle
checks in the single senario but usualy shorted where collision is found but
never the same in according.

the forystek function culling leaves remaining 6,197,408 triangles equating
to 154,935,200 for 25 frames in a a second, averaging in dropping nearly
about half the stack to be siffted through and still exacting the collision
results usual
Post by Nicholas R Forystek
reduced to 6,197,408
Nicholas R Forystek
2015-08-11 12:45:01 UTC
Permalink
I do use sngCamera on but it's from the object perspective with a invalid
dir/up arc, a normal minimum for each.. I don't act the grate camera bars
with the ZBuffer and Screen to do the same thing with adding subtractions
upon the visible provided.
Post by Nicholas R Forystek
in full case senario status. then below the ween of the 11m triangles with
out faulting the check.
9492 total faces in collision resivior times 4 objects (just boxes) to be
check against resivior (and are included in resivior) times 292 calls to the
check any one triangle against 4 objects totaling 37968 triangles equals
about or short of a grand of 11086656 triangles siffted through at a rate
showing about 25 frames persecond equates to 277,166,400 million traingle
checks in the single senario but usualy shorted where collision is found but
never the same in according.
the forystek function culling leaves remaining 6,197,408 triangles equating
to 154,935,200 for 25 frames in a a second, averaging in dropping nearly
about half the stack to be siffted through and still exacting the collision
results usual
Post by Nicholas R Forystek
reduced to 6,197,408
Nicholas R Forystek
2015-08-11 12:49:00 UTC
Permalink
visTYpe 2 is vary effecient according ot sngCamera but most effecient,
simply.
It is a further algorythim of visTYpe 1, where 0 is all, and 3 and 4 use the
screen and zbuffer bars.
Post by Nicholas R Forystek
I do use sngCamera on but it's from the object perspective with a invalid
dir/up arc, a normal minimum for each.. I don't act the grate camera bars
with the ZBuffer and Screen to do the same thing with adding subtractions
upon the visible provided.
Post by Nicholas R Forystek
in full case senario status. then below the ween of the 11m triangles with
out faulting the check.
9492 total faces in collision resivior times 4 objects (just boxes) to be
check against resivior (and are included in resivior) times 292 calls to the
check any one triangle against 4 objects totaling 37968 triangles equals
about or short of a grand of 11086656 triangles siffted through at a rate
showing about 25 frames persecond equates to 277,166,400 million traingle
checks in the single senario but usualy shorted where collision is found but
never the same in according.
the forystek function culling leaves remaining 6,197,408 triangles equating
to 154,935,200 for 25 frames in a a second, averaging in dropping nearly
about half the stack to be siffted through and still exacting the collision
results usual
Post by Nicholas R Forystek
reduced to 6,197,408
Nicholas R Forystek
2015-08-11 12:52:29 UTC
Permalink
FOr every triangle in an object send to (in order using all) the collision,
each object int he resivor is then per triangle checked against every
triangle in the provided triangles object to locate the possibility against
only the triangle provided. The 2D functions clear a path at executing the
target traingles with extreme distance to check the strain in absolute
junction and intersection 3D.
Post by Nicholas R Forystek
I do use sngCamera on but it's from the object perspective with a invalid
dir/up arc, a normal minimum for each.. I don't act the grate camera bars
with the ZBuffer and Screen to do the same thing with adding subtractions
upon the visible provided.
Post by Nicholas R Forystek
in full case senario status. then below the ween of the 11m triangles with
out faulting the check.
9492 total faces in collision resivior times 4 objects (just boxes) to be
check against resivior (and are included in resivior) times 292 calls to the
check any one triangle against 4 objects totaling 37968 triangles equals
about or short of a grand of 11086656 triangles siffted through at a rate
showing about 25 frames persecond equates to 277,166,400 million traingle
checks in the single senario but usualy shorted where collision is found but
never the same in according.
the forystek function culling leaves remaining 6,197,408 triangles equating
to 154,935,200 for 25 frames in a a second, averaging in dropping nearly
about half the stack to be siffted through and still exacting the collision
results usual
Post by Nicholas R Forystek
reduced to 6,197,408
Nicholas R Forystek
2015-08-11 12:55:39 UTC
Permalink
The forystek function is nothing more then setting what lists to use, which
can be done manually. It only has to do with collision as a
exclude/include flag. The fortystek function does nothing of the collision
sort. Straight culling, and some modification to screen/zbuffer on the
culled basis.
Post by Nicholas R Forystek
I do use sngCamera on but it's from the object perspective with a invalid
dir/up arc, a normal minimum for each.. I don't act the grate camera bars
with the ZBuffer and Screen to do the same thing with adding subtractions
upon the visible provided.
Post by Nicholas R Forystek
in full case senario status. then below the ween of the 11m triangles with
out faulting the check.
9492 total faces in collision resivior times 4 objects (just boxes) to be
check against resivior (and are included in resivior) times 292 calls to the
check any one triangle against 4 objects totaling 37968 triangles equals
about or short of a grand of 11086656 triangles siffted through at a rate
showing about 25 frames persecond equates to 277,166,400 million traingle
checks in the single senario but usualy shorted where collision is found but
never the same in according.
the forystek function culling leaves remaining 6,197,408 triangles equating
to 154,935,200 for 25 frames in a a second, averaging in dropping nearly
about half the stack to be siffted through and still exacting the collision
results usual
Post by Nicholas R Forystek
reduced to 6,197,408
Nicholas R Forystek
2015-08-11 12:56:46 UTC
Permalink
Overflow is illegal. It's proper unsigned.
Post by Nicholas R Forystek
I do use sngCamera on but it's from the object perspective with a invalid
dir/up arc, a normal minimum for each.. I don't act the grate camera bars
with the ZBuffer and Screen to do the same thing with adding subtractions
upon the visible provided.
Post by Nicholas R Forystek
in full case senario status. then below the ween of the 11m triangles with
out faulting the check.
9492 total faces in collision resivior times 4 objects (just boxes) to be
check against resivior (and are included in resivior) times 292 calls to the
check any one triangle against 4 objects totaling 37968 triangles equals
about or short of a grand of 11086656 triangles siffted through at a rate
showing about 25 frames persecond equates to 277,166,400 million traingle
checks in the single senario but usualy shorted where collision is found but
never the same in according.
the forystek function culling leaves remaining 6,197,408 triangles equating
to 154,935,200 for 25 frames in a a second, averaging in dropping nearly
about half the stack to be siffted through and still exacting the collision
results usual
Post by Nicholas R Forystek
reduced to 6,197,408
s***@gmail.com
2016-01-17 17:57:38 UTC
Permalink
Post by Nicholas R Forystek
reduced to 6,197,408
MaxLand available at neotext.org has the best example of this collision and cullingy also the public ftp there too has small source demo.
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