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seen Jun 2 at 11:33

Mar
5
awarded  Popular Question
May
13
awarded  Nice Question
Aug
26
comment To what platforms can the blender game engine build to?
Honestly, looking for blender documentation can sometimes be a minefield. With google.co.uk/… we get some results, but wikipedia shows the previous version 2.49 and the forum entries are mostly random. The first result might give something if you wade through the official site although I often find the official documentation hazy. Asking here or on the forums is often easier and lot faster than googling. Thats not to say that the right query will find the answer though
Aug
26
comment Is it possible to have concurrent collision detection where every entity acts at exactly the same time?
Yes, I'm wondering if I can use OpenCL to simulate thousands of entities moving in random directions with a worker per entity without creating some kind of deadlock. The problem is more convoluted as the entities are organic, in that they can move in any direction not in a straight line that ray collision detection could solve.
Aug
26
answered To what platforms can the blender game engine build to?
Aug
26
asked Is it possible to have concurrent collision detection where every entity acts at exactly the same time?
Jul
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awarded  Commentator
Jul
3
comment How could you parallelise a 2D boids simulation
@Gajet What happens though if half the game world is empty? or if most of the boids are in one area. Although this may be completely different from the answer above and is the worst condition, would it be possible to segment them based on their behaviour rather than their geospatial coordinates?
Jul
2
comment How could you parallelise a 2D boids simulation
Interesting discussion, If the boids flocked together bigger than an area, would this mean that the areas would have to be dynamic? How expensive would it be to have dynamic quadtrees? I can see it potentially being n^2 looping through all the boids finding the density. Or perhaps you could assign properties to the boundaries of each area to influence the interaction in the adjacent areas
Jul
2
comment How could you parallelise a 2D boids simulation
Im guessing that we could split it into 2000 500x500 squares or greater. each square contains a list of boids as well as a list of neighbours. If a boid exits a square it is removed from the list of boids and added to the other square. The problem with this method that I can see is if you add something with flocking that is bigger than the square. the quadtree solution would have to be dynamic, but Im not sure how expensive that would be
Jul
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awarded  Supporter
Jul
1
comment How could you parallelise a 2D boids simulation
Thanks, that makes more sense. Apart from quadtrees, can you think of any other way to split the workload?
Jul
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comment Getting started at 3D modelling and animation
To be honest, I would say that there are not that many tutorials on Blender's site. Its better to go to places like blenderartists.org for blender tutorials. Blender cookie may also be a good option blendercookie.com
Jul
1
comment How could you parallelise a 2D boids simulation
@Fxlll I am unsure what you mean by toroidal system, Its not in the shape of a donut. Do you mean if a particle goes off the right hand side, it reappears on the left? If so thats not the case, if a particle hits the right hand side it tries moving in a different direction.
Jul
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comment How could you parallelise a 2D boids simulation
Sounds like a good idea, but before moving in step 1, I would need to do collision detection to see if they can move would I not?
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awarded  Editor
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comment How could you parallelise a 2D boids simulation
@bummzack How to parallelise, I have just added further explanation, does that help?
Jul
1
revised How could you parallelise a 2D boids simulation
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Jul
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asked How could you parallelise a 2D boids simulation