[x3d-public] Procedural collectors, Chaotic collectors

GPU Group gpugroup at gmail.com
Sat Mar 12 13:27:15 PST 2022


One idea is to add collectors to the physics based emitter scenarios.
The physics changes the particle's position based on physics formulas,
on each iteration. A collector could have 'influence' on the position,
based on
a) time since emitting, with the greater time, the more influence
position = lerp(delta_time, physics_position, collector_position)
so that as time goes on, the collector position dominates until the
particle is at the collector
b) nearness to a collector - with multiple collectors in the scene, it
would be nice if a particle would go to the closest collector.
collector = closest(collector_list,particle_position)
position = lerp(delta_time, physics_position, collector_position)
Doug

On Sat, Mar 12, 2022 at 2:12 PM John Carlson <yottzumm at gmail.com> wrote:
>
> For a concrete example, one might consider a procedurally generated tree (L-system) affected by either a liquid or gas emitter, then try to figure out what stress will break a tree limb or root.
>
> On Sat, Mar 12, 2022 at 3:05 PM John Carlson <yottzumm at gmail.com> wrote:
>>
>> To continue the discussion of collectors, I will introduce 2 newer terms, “procedural collector” and “chaotic collector.”   These might be considered the opposite of procedural generation and then the variety of X3D particle system emitters matched with new collector nodes.
>>
>> So there are “garbage emitters/generators” and “garbage collectors,” of course.   First we need better modeling of the problem space for collectors.
>>
>> X3D Proto Design welcome!
>>
>> Fluid system X3D proto design welcome!   Fluid emitters and fluid collectors welcome!
>
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