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Joints in the multi-threaded solver. While simpler to implement in theory, multiple violating constraints are much more sensitive to ordering, making them challenging for graph coloring.

107,982 次观看 • 1 年前 •via X (Twitter)

11 条评论

ᴍᴀᴛᴛɪᴀꜱ ᴍᴀʟᴍᴇʀ 的头像
ᴍᴀᴛᴛɪᴀꜱ ᴍᴀʟᴍᴇʀ1 年前

Incredibly well behaved!. Not even a hint of jitter or undue damping.

CodeRabbit 的头像
CodeRabbit1 年前

AI-first pull request reviewer with context-aware feedback, line-by-line code suggestions, and real-time chat.

Nick Seavert 的头像
Nick Seavert1 年前

Really nice how stable the solver is

NORMAL GUY (don't laugh) 的头像
NORMAL GUY (don't laugh)1 年前

Actual innovator. I think it would be cool if you made some kind of voxel unreal engine-ish type of game making tool. Especially since Teardown has had a lot of gmod style success.

Kiaran Ritchie 的头像
Kiaran Ritchie1 年前

That is a ridiculous number of rigid body constraints.

Neil Chudleigh 的头像
Neil Chudleigh1 年前

this is what I am here for.

Tim Soret 的头像
Tim Soret1 年前

Insanely good.

John Shedletsky 的头像
John Shedletsky1 年前

What is the sweet spot between concurrency and inter-thread communication here? What kind of scaling do you get per additional CPU? What is the bottleneck?

Jakob Wahlberg 的头像
Jakob Wahlberg1 年前

Ouf, looks really stable!

Ghislain Girardot 的头像
Ghislain Girardot1 年前

Holy moly, that's impressive! well done

CSharpDad 的头像
CSharpDad1 年前

This makes me wish we had two mice... so you could grab a strand from both ends and apply tension. Very stable demonstration. I love it!

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