summaryrefslogtreecommitdiffhomepage
path: root/contrib/Opcode/ReadMe.txt
diff options
context:
space:
mode:
Diffstat (limited to 'contrib/Opcode/ReadMe.txt')
-rw-r--r--contrib/Opcode/ReadMe.txt171
1 files changed, 0 insertions, 171 deletions
diff --git a/contrib/Opcode/ReadMe.txt b/contrib/Opcode/ReadMe.txt
deleted file mode 100644
index ee16382..0000000
--- a/contrib/Opcode/ReadMe.txt
+++ /dev/null
@@ -1,171 +0,0 @@
-
- OPCODE distribution 1.3 (june 2003)
- -----------------------
-
- New in Opcode 1.3:
- - fixed the divide by 0 bug that was happening when all centers where located on a coordinate axis (thanks to Jorrit T)
- - linearized "complete" vanilla AABB trees
- - ANSI-compliant "for" loops (for the ones porting it to Linux...)
- - callbacks & pointers moved to mesh interface
- - support for triangle & vertex strides
- - optimized the sphere-triangle overlap code a bit
- - dynamic trees (refit)
- - more builders
- - ValidateSubdivision in builders
- - LSS collider
- - primitive-bv tests can now be skipped in most volume queries
- - temporal coherence now also works for airborne objects
- - temporal coherence completed for boxes / all contacts, LSS, etc
- - ray-collider now uses a callback
- - some common "usages" have been introduced (only picking for now)
- - SPLIT_COMPLETE removed (now implicitely using mLimit = 1)
- - hybrid collision models
- - sweep-and-prune code added, moved from my old Z-Collide lib
- - it now works with meshes made of only 1 triangle (except in mesh-mesh case!)
-
- Disclaimer:
-
- - I forced myself to actually *do* the release today no matter what. Else it would never have been done. That's
- why the code may not be very polished. I also removed a *lot* of things (more usages, distance queries, etc...)
- that weren't ready for prime-time (or that were linked to too many of my supporting libs)
-
- - Some comments may also be obsolete here and there. The old User Manual for Opcode 1.2 may not fit version 1.3
- either, since there's a new "mesh interface" to support strides, etc.
-
- - Everything in the "Ice" directory has been hacked out of my engine and edited until everything compiled. Don't
- expect anything out there to be cute or something. In particular, some CPP files are not even included when not
- needed, so you can expect some linker errors if you try messing around with them...
-
- Otherwise, it should be just like previous version, only better. In particular, hybrid models can be very
- memory-friendly (sometimes using like 10 times less ram than the best trees from version 1.2). The possible
- speed hit is often invisible (if it even exists), especially using temporal coherence in "all contacts" mode.
- (Admittedly, this depends on your particular usage pattern / what you do on collided triangles).
-
- The sweep-and-prune code is similar to the "vanilla" version found in V-Collide (but that one's better IMHO...)
- The simple "radix" version is often just as good, see for yourself.
-
- OPCODE distribution 1.2 (august 2002)
- -----------------------
-
- New in Opcode 1.2:
- - new VolumeCollider base class
- - simplified callback setup
- - you can now use callbacks or pointers (setup at compile time)
- - destination array not needed anymore in the RayCollider (faster in-out tests)
- - renamed classes: AABBRayCollider => RayCollider, AABBSphereCollider => SphereCollider
- - the sphere query now only returns a list of faces (extra info discarded). On the other hand it's a lot faster.
- - OBB, AABB and planes queries. Original OBB and AABB queries contributed by Erwin de Vries.
- - cosmetic changes in OPC_BoxBoxOverlap.h contributed by Gottfried Chen
- - some inlining problems fixed
- - faster ray-mesh tests using the separating axis theorem
- - new split value in AABB tree construction (contributed by Igor Kravtchenko). Provides faster queries most of the time.
- - improved temporal coherence for sphere & AABB queries (works in "All contacts" mode)
-
- Notes:
-
- - Everything in the "Ice code" directory (in VC++) is basically copy-pasted from my engine, with a lot
- of code removed until there was no link error anymore. Don't expect those files to be cute or anything,
- they've never been meant to be released and they're often updated/modified/messy.
- - Some experimental features have been removed as well. Else I would never have released the 1.2...
- - Not as polished/optimal as I would like it to be, but that's life. I promised myself to release it
- before october 2002 (one YEAR later ?!).... That's the only reason why it's there.
- - Some people reported ColDet was faster. Uh, come on. They were using Opcode in
- "All contacts" mode whereas ColDet was doing "first contact"...
-
- OPCODE distribution 1.1 (october 2001)
- -----------------------
-
- New in Opcode 1.1:
- - stabbing queries
- - sphere queries
- - abtract base class for colliders
- - settings validation methods
- - compilation flags now grouped in OPC_Settings.h
- - smaller files, new VC++ virtual dirs (cleaner)
-
- Notes:
-
- - "override(baseclass)" is a personal cosmetic thing. It's the same as "virtual", but provides more info.
- - I code in 1600*1200, so some lines may look a bit long..
- - This version is not as polished as the previous one due to lack of time. The stabbing & sphere queries
- can still be optimized: for example by trying other atomic overlap tests. I'm using my first ray-AABB
- code, but the newer one seems better. Tim Schröder's one is good as well. See: www.codercorner.com/RayAABB.cpp
- - The trees can easily be compressed even more, I save this for later (lack of time, lack of time!)
- - I removed various tests before releasing this one:
- - a separation line, a.k.a. "front" in QuickCD, because gains were unclear
- - distance queries in a PQP style, because it was way too slow
- - support for deformable models, too slow as well
- - You can easily use Opcode to do your player-vs-world collision detection, in a Nettle/Telemachos way.
- If someone out there wants to donate some art / level for the cause, I'd be glad to release a demo. (current
- demo uses copyrighted art I'm not allowed to spread)
- - Sorry for the lack of real docs and/or solid examples. I just don't have enough time.
-
- OPCODE distribution 1.0 (march 2001)
- -----------------------
-
- - First release
-
- ===============================================================================
-
- WHAT ?
-
- OPCODE means OPtimized COllision DEtection.
- So this is a collision detection package similar to RAPID. Here's a
- quick list of features:
-
- - C++ interface, developed for Windows systems using VC++ 6.0
- - Works on arbitrary meshes (convex or non-convex), even polygon soups
- - Current implementation uses AABB-trees
- - Introduces Primitive-BV overlap tests during recursive collision queries (whereas
- standard libraries only rely on Primitive-Primitive and BV-BV tests)
- - Introduces no-leaf trees, i.e. collision trees whose leaf nodes have been removed
- - Supports collision queries on quantized trees (decompressed on-the-fly)
- - Supports "first contact" or "all contacts" modes (ā la RAPID)
- - Uses temporal coherence for "first contact" mode (~10 to 20 times faster, useful
- in rigid body simulation during bisection)
- - Memory footprint is 7.2 times smaller than RAPID's one, which is ideal for console
- games with limited ram (actually, if you use the unmodified RAPID code using double
- precision, it's more like 13 times smaller...)
- - And yet it often runs faster than RAPID (according to RDTSC, sometimes more than 5
- times faster when objects are deeply overlapping)
- - Performance is usually close to RAPID's one in close-proximity situations
- - Stabbing, planes & volume queries (sphere, AABB, OBB, LSS)
- - Sweep-and-prune
- - Now works with deformable meshes
- - Hybrid trees
-
-
- What it can be used for:
- - standard mesh-mesh collision detection (similar to RAPID, SOLID, QuickCD, PQP, ColDet...)
- - N-body collisions (similar to V-Collide)
- - camera-vs-world collisions (similar to Telemachos/Paul Nettle/Stan Melax articles)
- - shadow feelers to speed up lightmap computations
- - in-out tests to speed up voxelization processes
- - picking
- - rigid body simulation
- - view frustum culling
- - etc
-
- WHY ?
-
- - Because RAPID uses too many bytes.
- - Because the idea was nice...
-
- WHEN ?
-
- It's been coded in march 2001 following a thread on the GD-Algorithms list.
-
- GDAlgorithms-list mailing list
- GDAlgorithms-list@lists.sourceforge.net
- http://lists.sourceforge.net/lists/listinfo/gdalgorithms-list
-
- WHO ?
-
- Pierre Terdiman
- June, 1, 2003
-
- p.terdiman@wanadoo.fr
- p.terdiman@codercorner.com
-
- http://www.codercorner.com
- http://www.codercorner.com/Opcode.htm