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PolyVector
Abstracting my renderer so I can switch to a crappy compatible ver. on Windows using BasicEffect. I just need to run the CLR Profiler...10:42 AM Nov 5thfrom Tweetie
Improved KdTree mesh testing by about 8x! Building the tree takes much longer though, I'll need to work on that. :)11:42 PM Nov 3rdfrom Tweetie
Eliminating garbage from my Effect system... drinking Skunkie's famous espresso. :D8:23 AM Nov 2ndfrom Tweetie
Threatened by religious nuts... again... this time over wallpapers on rocketdock.com w/ gay people in them... *sigh*... get over it! >:/5:14 PM Oct 30thfrom Tweetie
...knows why multicore collision detection isn't helping... moving physical objects tend to cluster around only 1-2 cores max... UGGG!!! >:/11:07 PM Oct 24thfrom Tweetie
Added multi-core (async) ray/sphere -> mesh collision detection w/ my kd-trees... doesn't speed things up as much as i wanted... *sigh*...10:34 PM Oct 24thfrom Tweetie
Trying to optimize my KdTrees... and the code to *prevent* duplicate poly tests is slower than just performing duplicate poly tests... Grrr!9:12 PM Oct 23rdfrom Tweetie
Working on a kd-tree implimentation to spatially partition the level mesh for my physics engine... faster = better :D5:09 AM Oct 21stfrom Tweetie
Working on contact resolution to stabilize the physics engine... Coming up w/ cheaper, less cpu-intensive algo's that are "good enough". :D8:51 PM Oct 19thfrom Tweetie
couldn't sleep... cleaned up around the apt. a bit... optimized my physics engine's collision detection... think it's tv time. :)11:45 AM Oct 19thfrom Tweetie
Integrated the ZiggyWare OCTree sample into my physics engine for some basic world collision... Seems to work alright now... Nice stuff. :)6:00 PM Oct 18thfrom Tweetie