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Member Since 19 May 2011
Offline Last Active Today, 11:58 AM

Posts I've Made

In Topic: A quick way to determine if 8 small integers are all equal to each other

Today, 11:55 AM

Wow, thanks for so many high-quality answers!!


I'll go with Álvaro's (brilliant) trick for now!


(I needed a fast function, because it's executed for each cell out of 33^3 (in each voxel chunk). If voxels at the cell's corners are different, then a material transition is taking place and the cell must contain a surface vertex.)

In Topic: Implementing position-based rigid body dynamics

03 September 2016 - 03:54 AM

Turns out PBD is not very suitable for simulating absolutely rigid bodies (?).

I quickly had spheres jumping around on a plane, but couldn't get rid of jitter (becomes visible if increase gravity or decrease the timestep).

Maybe, that's why they solve contacts on velocity level (like in most impulse-based engines).


As for constraints equations, these lectures are extremely easy-to-understand:

[2014, 'so this is my *ss', lol, sorry]:



In Topic: Space filling curves for 'concentric' flood filling?

16 June 2016 - 01:40 PM

If I understood correctly, Gray codes allow to visit vertices of the cube once,

but I need to walk over the whole surface of the cube.

I'm looking for a (bijective) mapping from integer points on the cube surface to single integers and vice versa (not necessarily a space-filling curve).


btw, it seems in 3D there are no space-filling spiral curves:


In Topic: Work queue with condition variable - design issue

15 June 2016 - 01:19 PM

Thanks for all the answers!

I'll go with the 'dummy-task-just-to-exit-the-loop' approach.

My actual problem was creating/generating/loading/meshing voxel chunks as the player moves through the world (or growing the loaded area when a new world is created).

In Topic: Closing cracks between neighboring chunks with different LoDs in a non-cubica...

22 March 2016 - 05:11 AM

yeah, I've run into the same problem as he did:



basically, the seam nodes gathered from the chunk's neighbors

generate polygons which coincide with the neighbor's polygons.


i.e. octree nodes collected from a neighboring chunk generate polys between themselves.

when later the neighbor's mesh is built, it will also generate the polys in the same positions.


maybe, there's a better algorithm for generating seams?

because all 7 neighbors (connected to the chunk via a seam) must be re-meshed whenever the chunk's LoD changes.