Damizean Posted October 25, 2011 Report Share Posted October 25, 2011 The project is on hold because Pelikan is busy with his new job, but hopefully we'll retake it once he has more free time. On my end, I've been thinking on upgrading the engine's paths system to something more stable, robust and fast, but I still need to figure out some of the math behind. Basically, how to find the closest point to a Cubic Bezier? Been thinking of using a numerical approach, something along the lines of a divide-and-conquer algorithm. Anyone ever messed with this issue? Link to comment Share on other sites More sharing options...
Serephim Posted October 26, 2011 Report Share Posted October 26, 2011 where am I? I was thinking about math and then i just... Link to comment Share on other sites More sharing options...
neoshaman Posted October 27, 2011 Report Share Posted October 27, 2011 The project is on hold because Pelikan is busy with his new job, but hopefully we'll retake it once he has more free time. On my end, I've been thinking on upgrading the engine's paths system to something more stable, robust and fast, but I still need to figure out some of the math behind.Basically, how to find the closest point to a Cubic Bezier? Been thinking of using a numerical approach, something along the lines of a divide-and-conquer algorithm. Anyone ever messed with this issue? I'm not sure about cubic spline but I had stumble on this one for quadratic curve, I guesss you could approximate the cubic with a bunch of quadratic to make it quicker to implement. http://blog.gludion.com/2009/08/distance-to-quadratic-bezier-curve.html From cubic to quadratic (not personally test yet) http://steve.hollasch.net/cgindex/curves/cbez-quadspline.html (short version) http://www.caffeineowl.com/graphics/2d/vectorial/cubic2quad01.html http://www.timotheegroleau.com/Flash/articles/cubic_bezier_in_flash.htm http://fontforge.sourceforge.net/bezier.html (I like giving multiple ref to cross check) I stumble on this when I was researching the exact same matter but for surface. I plan to roll out my own take on 3D sonic engine but using "nurbs point" for smoother collision kinda like they do on racing game. more here: http://www.gamedev.net/page/resources/_/technical/game-programming/terrain-system-for-circuits-r2729 resource: http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/bezier-curves-and-surfaces-r1808 Link to comment Share on other sites More sharing options...
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