[x3d-public] Procedural collectors, Chaotic collectors

John Carlson yottzumm at gmail.com
Sat Mar 12 13:53:39 PST 2022


Appreciated.   I’ll look up lerp!

John

On Sat, Mar 12, 2022 at 3:28 PM GPU Group <gpugroup at gmail.com> wrote:

> 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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