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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 views • 1 year ago •via X (Twitter)

11 Comments

ᴍᴀᴛᴛɪᴀꜱ ᴍᴀʟᴍᴇʀ's profile picture
ᴍᴀᴛᴛɪᴀꜱ ᴍᴀʟᴍᴇʀ1 year ago

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

CodeRabbit's profile picture
CodeRabbit1 year ago

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

Nick Seavert's profile picture
Nick Seavert1 year ago

Really nice how stable the solver is

NORMAL GUY (don't laugh)'s profile picture
NORMAL GUY (don't laugh)1 year ago

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's profile picture
Kiaran Ritchie1 year ago

That is a ridiculous number of rigid body constraints.

Neil Chudleigh's profile picture
Neil Chudleigh1 year ago

this is what I am here for.

Tim Soret's profile picture
Tim Soret1 year ago

Insanely good.

John Shedletsky's profile picture
John Shedletsky1 year ago

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's profile picture
Jakob Wahlberg1 year ago

Ouf, looks really stable!

Ghislain Girardot's profile picture
Ghislain Girardot1 year ago

Holy moly, that's impressive! well done

CSharpDad's profile picture
CSharpDad1 year ago

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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