https://www.youtube.com/watch?v=K-MLpEmVgT8

I build the tree on init -> then I use a hitpoint provided by the game
engine physics, but I think you will want to use the camera projection and
the mouse x,y to build the raycast, from there you can get all units in a
radius, you can then get the distance from the hitpoint to do the color
based on a multiplier

https://www.youtube.com/watch?v=K-MLpEmVgT8


On Tue, Mar 15, 2016 at 10:20 PM, Jacob Merrill <[email protected]>
wrote:

> I have used bvh accelerated raycast via Python to do fx in game in the
> game engine, and I have also used kdtree,
>
> It's fairly simple, and a great idea, would it be in Python, or C etc? If
> it is python I can help with that.
> On Mar 15, 2016 10:16 PM, "Nathan Vollmer" <[email protected]> wrote:
>
>> Hi everyone!
>>
>> My name's Nate Vollmer, and I'm a student at Idaho State University
>> interested in computer graphics. (One of my projects last semester:
>> http://www2.cose.isu.edu/~bitinat2/RayTracer/)
>>
>> I've written a draft for Blender's GSoC realizing the BVH vertex/weight
>> suggested idea, and was wondering if I could get some feedback/tips on my
>> proposal. Vertex painting is a very important feature for character
>> riggers, and I'd like to make it as convenient and efficient as possible.
>>
>> I appreciate all the help!
>> -NateVB
>> _______________________________________________
>> Bf-committers mailing list
>> [email protected]
>> http://lists.blender.org/mailman/listinfo/bf-committers
>>
>
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