On Wed, 28 Nov 2012 10:18:20 -0200 Bruno Dilly <[email protected]> said:

> On Tue, Nov 27, 2012 at 6:37 AM, Carsten Haitzler <[email protected]>
> wrote:
> > On Mon, 26 Nov 2012 21:34:13 -0200 Bruno Dilly <[email protected]> said:
> >
> >> Hi,
> >>
> >> I've just posted about it.
> >> http://brunodilly.org/blog/ephysics_update/
> >>
> >> Raster, I would be glad if you could take a look. I know you are very
> >> busy, but would be great to hear what do you think about these new
> >> features.
> >> We have implemented all the tests / examples you have asked when
> >> Barbieri and you discussed at Samsung a few months ago.
> >
> > i'm just loving watching the video. very awesome. :) i like all of it. cloth
> > and mesh deformations are a bit of a problem in that they produce a tonne of
> > objects so they probably need to always have controls on how much to divide
> > - and maybe even "automatic" division based on detected framerates. (if
> > things are too slow re-divide with less divisions etc. - is this doable
> > given that the current mesh has a "state"? if not then auto mode may need
> > some system setting hinting at the general speed vs quality tradeoff to
> > use).
> 
> Right now, when creating the cloth you defines the mesh size (number
> of rows / cols).
> It will generate a triangular mesh of 2 * r * c elements. Dividing
> this mesh later isn't possible.
> 
> When a evas object is set to this body it will be "sliced". We'll
> create a proxy for each triangle.
> Maybe this could be changed depending on framerates. If things goes
> very slow it will
> create slices again mapping many triangles of the mesh for a single
> proxy instead of 1:1.
> But this process of re-slicing would be visible for the user and won't
> be cheap, it would
> delete 2*r*c objects and create all the n proxies again.
> 
> Anyway I would suggest to leave this kind of optimization to be done
> after we realize it's required.
> Example: "Somebody is working on a application for a smartphone and
> things are slow". Even in this
> case probably the developer will be interested in simply creating a
> mesh with less triangles instead
> of having a huge mesh with few proxy evas objects.

sure  - but for when an app has to span platforms and speed ranges - even if
not a phone - a laptop.. it may be a basic pentium or a core i7.. who knows
until it actually runs there. :) having an "auto" mode at least should be good
where the # of slices is figured out by ephysics - maybe a fixed number. maybe
a configureable one system-wide. maybe its calculated based on a combination of
factors like fixed speed value AND size of object etc.

> >
> >> Best regards,
> >>
> >> --
> >> Bruno Dilly
> >> Lead Developer
> >> ProFUSION embedded systems
> >> http://profusion.mobi
> >>
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> >> _______________________________________________
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> >>
> >
> >
> > --
> > ------------- Codito, ergo sum - "I code, therefore I am" --------------
> > The Rasterman (Carsten Haitzler)    [email protected]
> >
> 
> 
> 
> -- 
> Bruno Dilly
> Lead Developer
> ProFUSION embedded systems
> http://profusion.mobi
> 


-- 
------------- Codito, ergo sum - "I code, therefore I am" --------------
The Rasterman (Carsten Haitzler)    [email protected]


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