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PolyVector

  1. Abstracting my renderer so I can switch to a crappy compatible ver. on Windows using BasicEffect. I just need to run the CLR Profiler...
  2. Improved KdTree mesh testing by about 8x! Building the tree takes much longer though, I'll need to work on that. :)
  3. Eliminating garbage from my Effect system... drinking Skunkie's famous espresso. :D
  4. Too tired to code tonight, posted about XNA, the 360, and physics: http://bit.ly/33j99B :)
  5. @Sariously Happy birthday!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :D
  6. @eggplanteer That's pretty weird, mum. At least it doesn't have a bacteria-denial mode that purposefully undercooks raw meat. ;)
  7. Threatened by religious nuts... again... this time over wallpapers on rocketdock.com w/ gay people in them... *sigh*... get over it! >:/
  8. Posted a bit about Dead Shift on the new blog: http://deadshift.com/posts/...
  9. Uploaded a new video of my physics progress in Dead Shift: http://bit.ly/ptZ1U
  10. ...knows why multicore collision detection isn't helping... moving physical objects tend to cluster around only 1-2 cores max... UGGG!!! >:/
  11. Added multi-core (async) ray/sphere -> mesh collision detection w/ my kd-trees... doesn't speed things up as much as i wanted... *sigh*...
  12. Trying to optimize my KdTrees... and the code to *prevent* duplicate poly tests is slower than just performing duplicate poly tests... Grrr!
  13. http://twitpic.com/mghdh - My physics engine is 100x faster than what I was using!!! :D
  14. Working on a kd-tree implimentation to spatially partition the level mesh for my physics engine... faster = better :D
  15. Working on contact resolution to stabilize the physics engine... Coming up w/ cheaper, less cpu-intensive algo's that are "good enough". :D
  16. couldn't sleep... cleaned up around the apt. a bit... optimized my physics engine's collision detection... think it's tv time. :)
  17. Integrated the ZiggyWare OCTree sample into my physics engine for some basic world collision... Seems to work alright now... Nice stuff. :)
  18. @parsnipper It's in a pretty embarrassing state, but sure thing. ;)
  19. @parsnipper Woo hoo! Hope to see ya tomorrow! :)
  20. @Sariously Those are awesome! :)