The Cube of all Cubes
January 23rd, 2010Here are 2500 cubes all smushed into another cube without overlapping, which I accomplished by means of a cleverly-arranged series of object-oriented whistles and knobs in just over two of your Earth minutes.
Cf. my last post‘s graph – I do believe it’s working. The speed difference isn’t just the object-orientedness, there’s also improved structural efficiency, and room for more. Code cleanup and packaging will follow at a future date, I’ll probably post it to High 3D Crash Book Face or wherever it is the kids post to these days.
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January 24th, 2010 at 5:32 am
Very nice man. This would be really cool in boundary of an actual mesh. I guess that might increase the computation depending on the mesh tessellation. Did you try time the computation?
January 24th, 2010 at 12:14 pm
Polygon collision would definitely add complexity. Detecting whether a point is inside or outside of a mesh is a little tricky too, but it’s on the list of things to try. What was your last question?
January 25th, 2010 at 6:43 pm
I noticed you did time the computation. Good stuff