> Hehe, yes I know. I just didn't want to modify your engine before your > review. Would be much better, I think, because like this I can't do a diff against the old code to see what changed. I really don't like code being copied&pasted, it is much better to fix it where it is. Quite often, two copies will be kept around and neither will work properly.
> The main differences are in the commit log. > Other differences are : > - strain is not used except for postprocessing and goals checks > - size and refSize are not used > - no stifness > - it is shorter :) Strain is not used in the original engine either, since over a week when they set velGrad diagonal directly. For the rest, that is not very convincing, you could have just changed code that was already there? I have the feeling that we are doing one thing in parallel and that is not very good. What't the advantage of not using stiffness. I don't know why you think it will not work; it did work for me. > PeriController can simply replace PeriTriaxController if you agree (I'll > do it). > I still have a few TODO's, like isotropic deformation, and some code > cleaning. For isotropic deformation, I have already something in mind, and I almost wrote it a few days back. v _______________________________________________ Mailing list: https://launchpad.net/~yade-dev Post to : [email protected] Unsubscribe : https://launchpad.net/~yade-dev More help : https://help.launchpad.net/ListHelp

