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Showing posts from March, 2013

Uniformly distributed points on sphere

Sooner or later everybody will need uniformly distributed points on a sphere. There doesn't seem to be a standard method for doing this, so I wrote a very simple iterative algorithm that pushes verts away from each other while continuously normalizing the point data. This will eventually find a stable state where the distance between any two neighboring points are very similar. Performance is terrible but it gets the job done, so only use this for offline stuff. There is also an option for distributing points on a hemisphere (y>0). Set the number of iterations to at least the number of input points for a good distribution. Source code:  uniformpoints.cpp

Convex Hulls Revisited

I have written about 3D convex hull generation here before. I find it a very appealing problem because it is so well defined and to my knowledge there is no de facto standard algorithm or implementation. I come back to this topic every now and then since I need a good implementation myself. Quickhull is probably the most popular algorithm, but it is hard to implement in a robust way. The qhull implementation has a somewhat questionable license and more significantly it is a really complex piece of software and contains a bunch of other features. I'm on a quest to create a fast, robust convex hull generator that is free to use and is self-contained in a single cpp file. I'm currently experimenting with an algorithm based on the support mapping, often used in physics and collision detection. The support mapping for a point cloud for a given direction is the point that is farthest in that direction, which simply means finding the point with maximum dot(dir, point). The suppor

Mediocre properties

I think most games use some kind of property system as a way to expose, edit and serialize parameters for game objects. There are of course very many ways to implement it, but here is how I'm currently doing. Each game object that is big enough to carry properties has a PropertyBag instance. The types of properties should ideally be setup per class, not per object, but that requires extra code and I always strive for keeping the amount of code to a minimum. Hence, the construction of a property bag is done in the object constructor and might look like this: mProperties.add("density", "1.0"); mProperties.add("color", "1 0 1"); Yes, those are strings. Most game developers don't like them. I do, and I will explain why later. Now, setting up properties for every object this way is both time consuming and memory intensive, and there will most likely be lots of instances with exactly the same property configuration. Therefore, property