Hi guys,
don't forget to enable feature cgal before compiling ;-)
I checked my test with the implementation in branch lp:~bruno-
chareyre/yade/collide2. Computational speed improves compared to trunk
version. Very good! And clumps are working as well.
Good job Bruno!
Cheers
Klaus
On Tue, 27
Ok thanks. It explains.
lp:~bruno-chareyre/yade/collide2 contains further improvements (and code
cleaning) as compared to lp:~bruno-chareyre/yade/collide, which was
already faster than trunk. But before yesterday, collide2 was simply trunk.
collide without the 2 should not exist actually, it's
Does it break compilation without cgal? Oh dear... Then it's another bug
sorry (ZECollider is the problem I guess?), cgal is not mandatory.
I'll document the new algorithm to explain parameters, so you can tune
the collider for different problems.
How much speedup do you have in your simulations?
I agree Anton. The question is how to fix that?
It needs knowledge of facets connectivity I think, the same kind of problems I
got to tackle for chained cylinder. It is not quite well supported by design.
In the cylinder-sphere case, interactions have additional data (e.g. an
additional id3) and
Does it break compilation without cgal? Oh dear... Then it's another bug
Fixed.
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Yes, it is listed. You have just to to change Branches with status: Any
status. That's how I found out that there are 2 collide branches.
Klaus
On Wed, 28 Sep 2011 06:01:29 pm Bruno Chareyre wrote:
Ok thanks. It explains.
lp:~bruno-chareyre/yade/collide2 contains further improvements (and
...e no,
compilation is breaking now, independent if you activate cgal or not. First,
yade was giving an error on runtime if I didn't activate cgal feature.
Klaus
On Wed, 28 Sep 2011 06:55:50 pm Bruno Chareyre wrote:
Does it break compilation without cgal? Oh dear... Then it's another bug
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