Auto 'verlet' cages discussion

Blitz3D Forums/Blitz3D Programming/Auto 'verlet' cages discussion

The forum is locked. These are the original blitzbasic.com forums, kept so they can still be read. No new topics, replies or edits can be made here. To join in, head over to the Blitz3D+ forums.

of course, it couldn't be dynamically done, as every new variation on the structure would need to be simulated. Nueral nets could work, but in this situation, artificial evolution is probably optimal. You coud even add artificial spedups that check to see how many "succsessful" configurations have certain constraints, and then replicate those constraints alot.

On a side note, I'm doing revision 3 of my system. further "haloified" ie, split into Many Many files. Although I hope to make the system easily upgradable, as the user will add some fields in various types, add an include statement, and add a new file with the new part. So basically, you will be able to have different constraints and different collision entities. Oh yeah, and for any that don't know, my system uses very fast custom collisions that are mostly mathamatical. ie, equation for sphere, equation for quad. I still need to add friction to non quad objects though.

Also a side note, I've made my system quite easy to setup and use. Exspecially with my new convenience functions:

Graphics3D 640,480,0,2

Include "cam code.bb"
Include "verletlib.bb"
Include "verlet entities/cube.bb"
Include "worlds/quad box.bb"

SeedRnd MilliSecs()

st3.structure=vcube.structure()
repetitions st3,10

PositionEntity cam,0,-50,-200

While Not KeyHit(1)
 update
 dophysics
 positionreps 
 docam
 RenderWorld
 Flip
Wend