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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 görüntüleme • 1 yıl önce •via X (Twitter)

11 Yorum

ᴍᴀᴛᴛɪᴀꜱ ᴍᴀʟᴍᴇʀ profil fotoğrafı
ᴍᴀᴛᴛɪᴀꜱ ᴍᴀʟᴍᴇʀ1 yıl önce

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

CodeRabbit profil fotoğrafı
CodeRabbit1 yıl önce

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

Nick Seavert profil fotoğrafı
Nick Seavert1 yıl önce

Really nice how stable the solver is

NORMAL GUY (don't laugh) profil fotoğrafı
NORMAL GUY (don't laugh)1 yıl önce

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 profil fotoğrafı
Kiaran Ritchie1 yıl önce

That is a ridiculous number of rigid body constraints.

Neil Chudleigh profil fotoğrafı
Neil Chudleigh1 yıl önce

this is what I am here for.

Tim Soret profil fotoğrafı
Tim Soret1 yıl önce

Insanely good.

John Shedletsky profil fotoğrafı
John Shedletsky1 yıl önce

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 profil fotoğrafı
Jakob Wahlberg1 yıl önce

Ouf, looks really stable!

Ghislain Girardot profil fotoğrafı
Ghislain Girardot1 yıl önce

Holy moly, that's impressive! well done

CSharpDad profil fotoğrafı
CSharpDad1 yıl önce

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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