「Dev talk:Source/Blender/2.46/Particles Rewrite」の版間の差分

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2018年6月29日 (金) 02:50時点における最新版

As far as boids support is concerned, a good obstacle avoidance system can be done by doing collision detection with a sphere located in front of each particle (where the offset in front and the size of the sphere change depending on the speed of each boid).

I like the Emitter, Effector, Reactor divisions, it's very similar to what I had in mind when working on particle systems (back in the old days of 2.14).

The data structures look alright on paper, will have to see the code and/or graphs to really know.

The baking ideas sound ok, inasmuch as it's basically the same as softbody. Though a GUB would be nice indeed, it's a big long term project.

I assume baking keys are done only when needed, right? (that is, there's some sort of interpolation between keys and the number of keys is not fixed for all the system but can change per particle)

From the physics section, I like how you're not trying too hard to stay physically correct. This allows a lot more flexibility when tweaking results.

All in all, I like what I'm seeing. :)

--Theeth 18:09, 10 December 2006 (CET)