BlenderPeople Development

Tracking the development of the BlenderPeople script suite.

Wednesday, February 25, 2004

This is my own thing. I'd been thinking about it for almost a year before the ARLS project started. The system I'm working on now still conforms pretty well to that original algorithm I came up with. I did kind of hijack mr_rob's thread, though, and I've felt a little guilty about that for a couple of weeks now. Apologies, mr_rob! In addition to hating the bugs on blender.org, that's one of the other reasons I moved my thread to elYsiun.

On another note - I got quad tree searching working for the FollowTerrain section. My at-work tests show that it's 17x faster than the raw searching method (74 Actors, 5000 vert terrain. Raw: 38.7 secs.; Quadtree: 2.2 secs.). And that's hitting the database over a network on PIIIs. I'm guessing that on my home machine where it all runs on the same box (AMD XP1800) that the terrain searching will now be next to negligible. I'll try my 800 actor sim again tonight and see how it goes.

posted by Roland  # 3:44 PM

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