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 Post subject: kd-Trees
PostPosted: Sat Feb 09, 2013 7:51 pm 
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Joined: Sat Jul 07, 2012 5:58 pm
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Since the multi-threading feature for the LightmapGenerator works great, I'm working again on the kd-Tree building.
Now with polygon clipping as further optimzation. The building process is now slower but I've just started with debugging and testing this evening.
On the other hand collision detection is already faster and there is still much to optimize using the surface-area-heuristic (SAH) algorithm :)

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 Post subject: Re: kd-Trees
PostPosted: Wed Jun 26, 2013 11:09 am 
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A few days ago I made a few updates in the SPM Loader and a little more updates on the Blender SPM Exporter to also export all level-of-details.
Now in the SPE 3.2 it works pretty well. I currently use it for low-poly collision models,
i.e. a high-resolution model has a low-poly collision model.
There's still a bit I want to add, e.g. that the client programmer can enable the engine to hide the objects completely when it's too far away from the view camera.

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 Post subject: Re: kd-Trees
PostPosted: Wed Jun 26, 2013 12:34 pm 
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siamon wrote:
a little more updates on the Blender SPM Exporter to also export all level-of-details.

This should already be supported in the latest Blender SPM Exporter :|

I'm using this for low-resolution collision models as well in my game KettenSaegenKurt ;)

I already had the idea to add a function like "setLODHidingMode(f32 MaxDistance)" to enable objects to be hidden when it's too far away from the view camera.
But that's currently not implemented.

BTW: What does that have to do with kd-Trees? ^^

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