On Wed, Nov 28, 2012 at 10:46 AM, Carsten Haitzler <[email protected]> wrote: > 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.
ok, got it. I'll add it to ephysics TODO list. thanks > >> > >> >> Best regards, >> >> >> >> -- >> >> Bruno Dilly >> >> Lead Developer >> >> ProFUSION embedded systems >> >> http://profusion.mobi >> >> >> >> ------------------------------------------------------------------------------ >> >> Monitor your physical, virtual and cloud infrastructure from a single >> >> web console. Get in-depth insight into apps, servers, databases, vmware, >> >> SAP, cloud infrastructure, etc. Download 30-day Free Trial. >> >> Pricing starts from $795 for 25 servers or applications! >> >> http://p.sf.net/sfu/zoho_dev2dev_nov >> >> _______________________________________________ >> >> enlightenment-devel mailing list >> >> [email protected] >> >> https://lists.sourceforge.net/lists/listinfo/enlightenment-devel >> >> >> > >> > >> > -- >> > ------------- 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] > -- Bruno Dilly Lead Developer ProFUSION embedded systems http://profusion.mobi ------------------------------------------------------------------------------ Keep yourself connected to Go Parallel: INSIGHTS What's next for parallel hardware, programming and related areas? Interviews and blogs by thought leaders keep you ahead of the curve. http://goparallel.sourceforge.net _______________________________________________ enlightenment-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/enlightenment-devel
