[x3d-public] Geometry Collectors

John Carlson yottzumm at gmail.com
Sat Mar 19 21:46:53 PDT 2022


I am now considering rakes and brooms as collectors.   I’m not sure if that
helps or not.

On Sat, Mar 19, 2022 at 7:49 PM GPU Group <gpugroup at gmail.com> wrote:

> But what would the step calculation look like for a complex street / plaza
> scenario? For example if there are sidewalks and off limits grass areas and
> fountains obstructing paths?
> One idea is a cellular grid. To initialize, each collector would
> flood-fill a grid of values incrementally, with the distance to the
> collector, and on each flood step would increment the distance value by a
> grid cell value, and when hitting a barrier, would leave those values at
> infinity. If a grid cell is already flood filled, it isn't over-written, so
> the shortest distance is preserved.
> Then the agent step algorithm would look at the grid for its destination
> collector, and step in the direction with the shortest distance to the
> collector.
>
> On Sat, Mar 19, 2022 at 1:04 PM GPU Group <gpugroup at gmail.com> wrote:
>
>> In particle emitters, the step formula guides, based on previous
>> location, and trajectory, and physics formula.
>> For humanoid-agent emitters and collectors, each particle/humanoid-agent
>> is assigned a target collector by some formula -random assignment or share-
>> and the step formula would be based on previous location, target collector
>> location, and path optimization formula such as object avoidance, social
>> distancing, walk-light rule obedience, and effort/time minimization. Unlike
>> particles which are created and possibly destroyed, the humanoid agents
>> would be recycled after being collected, they would be re-emitted from a
>> nearby emitter, with new or reversed target.
>>
>> On Sat, Mar 19, 2022 at 12:52 PM John Carlson <yottzumm at gmail.com> wrote:
>>
>>> There should be collectors of geometry.   Perhaps time-based groups or
>>> transforms?   Define “meeting” in X3D?   How does Office Towers do it?
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>>
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