Hi,
I am looking for an algorithm to reduce the number of vertices in a simple polygon, with the additional constraint that the resulting (simplified) polygon must be fully contained within the original polygon.
Any suggestions?
Thanks.
Search found 33 matches
- Mon Jun 09, 2014 3:41 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Line simplification - inner polygon
- Replies: 0
- Views: 6585
- Mon May 04, 2009 6:52 am
- Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
- Topic: physics engines: comparisons, performance tests, benchmarks
- Replies: 1
- Views: 10821
Re: physics engines: comparisons, performance tests, benchmarks
Hi Leo, I would suggest using the PAL work as a starting point for your research. You can take a look at the original benchmark paper here: http://apps.sourceforge.net/mediawiki/pal/index.php?title=PAL_publications A more recent review is available here: http://3dexperiences.blogspot.com/2008/12/eva...
- Mon May 04, 2009 6:26 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Dynamic Objects Bullet Howto
- Replies: 4
- Views: 4374
Re: Dynamic Objects Bullet Howto
just load up the bullet solution and select 'ReleaseDLL' that should build bullet as a shared library on windows
- Mon May 04, 2009 6:24 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Dynamic Objects Bullet Howto
- Replies: 4
- Views: 4374
Re: Dynamic Objects Bullet Howto
What do you mean?
- Fri Feb 15, 2008 1:08 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: NVIDIA to Acquire AGEIA Technologies
- Replies: 15
- Views: 17218
Re: NVIDIA to Acquire AGEIA Technologies
They are infact doing the obvious and porting PhysX to use CUDA:
http://www.bit-tech.net/news/2008/02/14 ... re_plans/1
http://www.bit-tech.net/news/2008/02/14 ... re_plans/1
- Mon Feb 11, 2008 1:48 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: NVIDIA to Acquire AGEIA Technologies
- Replies: 15
- Views: 17218
Re: NVIDIA to Acquire AGEIA Technologies
soon we need to implement OpenPhysics <plug> Physics Abstraction Layer </plug> ;) And ofcourse COLLADA Physics... Can we just skip to the chase and have a useful massively parallel card with a simple and generic interface for math operations? nVidias CUDA, ATI's close to the metal, do this for the ...
- Fri Jan 25, 2008 5:42 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Ageia Sold
- Replies: 11
- Views: 10413
Re: Ageia Sold
Mathengine... Ipion... NovodeX... Meqon... Havok... Ageia (*)... All of them acquired. Physics engine business sucks :) If I would have a game company starting a new project, I'm not sure what physics solution I would end up using those days. Perhaps a physics engine abstraction layer would come in...
- Sun Nov 18, 2007 2:56 pm
- Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
- Topic: PAL : Physics engine comparison : Source code and results
- Replies: 14
- Views: 26411
Re: PAL : Physics engine comparison : Source code and results
Okay, I've finally got around to updating the online graphs, so they should be a bit more up-to-date now. - Can you add the version and/or download date for each physics engine? Version numbers are there now for the engines that support it. * Suggestion for another graph: stacking benchmark, but plo...
- Thu Nov 15, 2007 1:21 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Which engine to simulate cars dynamics?!
- Replies: 4
- Views: 5025
Re: Which engine to simulate cars dynamics?!
You can use PAL (http://pal.sourceforge.net/), it supports a vehicle model for Bullet and Newton. It might be a bit too basic for your needs though, but it would make a good starting point.
http://www.racer.nl/
has plenty of good info, but you need to dig around a bit to find it.
http://www.racer.nl/
has plenty of good info, but you need to dig around a bit to find it.
- Thu Nov 15, 2007 1:18 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Bullet support for the Scythe Physics Editor
- Replies: 0
- Views: 4274
Bullet support for the Scythe Physics Editor
You can now develop and import Scythe Physics Editor assets in to the Bullet physics engine via the physics abstraction layer.
Check the PAL website:
http://pal.sourceforge.net/
Check the PAL website:
http://pal.sourceforge.net/
- Tue Nov 06, 2007 2:24 am
- Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
- Topic: Octave Physics Engine Announced
- Replies: 2
- Views: 8303
- Sun Oct 28, 2007 6:18 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet as a DLL
- Replies: 2
- Views: 3799
Bullet as a DLL
I was wondering whether Bullet could be set to build as DLL compatible by default for MSVC? To do this, the C++ option code generation would need to be set to "Multithreaded DLL", and under the Linker options, Mainfest file, "Generate Manifest" set to yes. I'm not sure how everyo...
- Wed Oct 24, 2007 5:12 pm
- Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
- Topic: PAL : Physics engine comparison : Source code and results
- Replies: 14
- Views: 26411
Re: PAL : Physics engine comparison : Source code and results
Hi Erwin, Sorry I think that last post was a bit unclear. I certainly did not mean it to be directed at you ( or in fact anyone in particular), rather (a very poor attempt) to point out some of the issues in the development of this project. That is a bit suprising, can you be more specific which eng...
- Wed Oct 24, 2007 7:25 am
- Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
- Topic: PAL : Physics engine comparison : Source code and results
- Replies: 14
- Views: 26411
Re: PAL : Physics engine comparison : Source code and results
Hi Erwin, Thanks for your comments. In general, I think you should focus on performance test first. I am a bit hesitant to do too many computational performance-based tests since it will be difficult to quantify the performance overhead incurred by the wrapper itself. ( except for uncontrolled cases...
- Tue Oct 23, 2007 5:14 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet Version
- Replies: 4
- Views: 5889
Bullet Version
Hi,
Is there a way to read the current version of bullet library? (some kind of #define or GetVersion() function?)
If not, would it be possible to include this in the next release?
Thanks!
Is there a way to read the current version of bullet library? (some kind of #define or GetVersion() function?)
If not, would it be possible to include this in the next release?
Thanks!