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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 Aufrufe • vor 1 Jahr •via X (Twitter)

11 Kommentare

Profilbild von ᴍᴀᴛᴛɪᴀꜱ ᴍᴀʟᴍᴇʀ
ᴍᴀᴛᴛɪᴀꜱ ᴍᴀʟᴍᴇʀvor 1 Jahr

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

Profilbild von CodeRabbit
CodeRabbitvor 1 Jahr

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

Profilbild von Nick Seavert
Nick Seavertvor 1 Jahr

Really nice how stable the solver is

Profilbild von NORMAL GUY (don't laugh)
NORMAL GUY (don't laugh)vor 1 Jahr

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.

Profilbild von Kiaran Ritchie
Kiaran Ritchievor 1 Jahr

That is a ridiculous number of rigid body constraints.

Profilbild von Neil Chudleigh
Neil Chudleighvor 1 Jahr

this is what I am here for.

Profilbild von Tim Soret
Tim Soretvor 1 Jahr

Insanely good.

Profilbild von John Shedletsky
John Shedletskyvor 1 Jahr

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?

Profilbild von Jakob Wahlberg
Jakob Wahlbergvor 1 Jahr

Ouf, looks really stable!

Profilbild von Ghislain Girardot
Ghislain Girardotvor 1 Jahr

Holy moly, that's impressive! well done

Profilbild von CSharpDad
CSharpDadvor 1 Jahr

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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