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
>> >>
>> >> ------------------------------------------------------------------------------
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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]
>



-- 
Bruno Dilly
Lead Developer
ProFUSION embedded systems
http://profusion.mobi

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