The Cube of all Cubes

January 23rd, 2010

Here 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.

Octree graph showing object-oriented superiority

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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3 Responses to “The Cube of all Cubes”

  1. Peter Says:

    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?

  2. zoomy Says:

    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?

  3. Peter Says:

    I noticed you did time the computation. Good stuff

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