Загрузка видео...

Не удалось загрузить видео

На главную

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 просмотров • 1 год назад •via X (Twitter)

Комментарии: 11

Фото профиля ᴍᴀᴛᴛɪᴀꜱ ᴍᴀʟᴍᴇʀ
ᴍᴀᴛᴛɪᴀꜱ ᴍᴀʟᴍᴇʀ1 год назад

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

Фото профиля CodeRabbit
CodeRabbit1 год назад

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

Фото профиля Nick Seavert
Nick Seavert1 год назад

Really nice how stable the solver is

Фото профиля NORMAL GUY (don't laugh)
NORMAL GUY (don't laugh)1 год назад

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.

Фото профиля Kiaran Ritchie
Kiaran Ritchie1 год назад

That is a ridiculous number of rigid body constraints.

Фото профиля Neil Chudleigh
Neil Chudleigh1 год назад

this is what I am here for.

Фото профиля Tim Soret
Tim Soret1 год назад

Insanely good.

Фото профиля John Shedletsky
John Shedletsky1 год назад

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?

Фото профиля Jakob Wahlberg
Jakob Wahlberg1 год назад

Ouf, looks really stable!

Фото профиля Ghislain Girardot
Ghislain Girardot1 год назад

Holy moly, that's impressive! well done

Фото профиля CSharpDad
CSharpDad1 год назад

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!

Похожие видео