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From: Jarkko Lempiainen <altairx@gm...>  20081104 18:30:21

Thanks Jon. I think there's quite good consensus with the name now (: I'm using this in generalized curve fitting in arbitrary dimensions (e.g. rotation & translation compression of animation data). Cheers, Jarkko Original Message From: Jon Watte [mailto:jwatte@...] Sent: Tuesday, November 04, 2008 8:03 PM To: Game Development Algorithms Subject: Re: [Algorithms] spline name Jarkko Lempiainen wrote: > > Does anyone know if there is a name for a cubic spline which goes > through all the defined control points p0..p3 in the interval t=[0, > 1], so that q(0)=p0, q(1/3)=p1, q(2/3)=p2 and q(1)=p3? I solved the > basis matrix for it, but don't know what's the name of the wheel I > just reinvented ;) > I would call that an "interpolating cubic spline" (or even "the interpolating ..."). It's used a lot in 1D, where it is a fast and cheap interpolator for sample rate conversion where you want continuous pitch bend and can't use a (precomputed) polyphase interpolator, for example. Additionally, I've used it in 2D for interpolating height maps to get smoother subsample areas. However, when you have a spline longer than 4 control points, you typically formulate it so that p0 is at t(1), p1 is at t(0), p2 is at t(1) and p3 is at t(2). Then you slide the entire set of control points over and start over from a new "t(0)" after reaching t(1). That way, you get an arbitrary length C1 continuous spline that interpolates all the points. Sincerely, jw  This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblincontest.org/redirect.php?banner_id=100&url=/ _______________________________________________ GDAlgorithmslist mailing list GDAlgorithmslist@... https://lists.sourceforge.net/lists/listinfo/gdalgorithmslist Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithmslist 
From: Jon Watte <jwatte@gm...>  20081104 18:03:23

Jarkko Lempiainen wrote: > > Does anyone know if there is a name for a cubic spline which goes > through all the defined control points p0..p3 in the interval t=[0, > 1], so that q(0)=p0, q(1/3)=p1, q(2/3)=p2 and q(1)=p3? I solved the > basis matrix for it, but don’t know what’s the name of the wheel I > just reinvented ;) > I would call that an "interpolating cubic spline" (or even "the interpolating ..."). It's used a lot in 1D, where it is a fast and cheap interpolator for sample rate conversion where you want continuous pitch bend and can't use a (precomputed) polyphase interpolator, for example. Additionally, I've used it in 2D for interpolating height maps to get smoother subsample areas. However, when you have a spline longer than 4 control points, you typically formulate it so that p0 is at t(1), p1 is at t(0), p2 is at t(1) and p3 is at t(2). Then you slide the entire set of control points over and start over from a new "t(0)" after reaching t(1). That way, you get an arbitrary length C1 continuous spline that interpolates all the points. Sincerely, jw 
From: Robin Green <robin.green@gm...>  20081104 16:49:34

I don't know the name of that specific spline, but the family of interpolating splines (as opposed to approximating splines) derived from the Hermite are called "Cardinal Splines". http://www.bobpowell.net/cardinalspline.htm Essentially you take a Hermite and mess with the vector lengths to get various controls, commonly "tension" and "bias" and "continuity".  Robin Green. On Tue, Nov 4, 2008 at 4:28 AM, Simon Fenney <simon.fenney@...>wrote: > No. AFAICS (and assuming my maths is correct) the cubic spline Jarkko has > described has the following basis matrix: > [ 9 27 27 9] > M_interp =1/2 [ 18 45 36 9] > [11 18 9 2] > [ 2 0 0 0] > > Whereas for a Hermite spline we have (from Foley et al) > [ 2 2 1 1] > M_hermite = [3 3 2 1] > [0 0 1 0] > [1 0 0 0] > > Simon > 
From: Jarkko Lempiainen <altairx@gm...>  20081104 13:22:00

I must applaud you for spelling my name right ;) But yeah, the motivation was just that I could call it with some recognizable name in code rather than invent something off the top of my head. I would have thought there is a name for it since it can be quite useful way for defining a curve. Cheers, Jarkko _____ From: Willem H. de Boer [mailto:willem@...] Sent: Tuesday, November 04, 2008 3:05 PM To: Game Development Algorithms Subject: Re: [Algorithms] spline name I know, it's called a Lempiainen curve! Seriously, there are many ways of defining a curve, many of which do not have a name, since it's fairly easy to come up with one and its basis matrix. Cheers, Willem  Original Message  From: Jarkko Lempiainen <mailto:altairx@...> To: 'Game Development Algorithms' <mailto:gdalgorithmslist@...> Sent: Tuesday, November 04, 2008 12:53 PM Subject: Re: [Algorithms] spline name Yes, M_interp looks awfully familiar (: Cheers, Jarkko _____ From: Simon Fenney [mailto:simon.fenney@...] Sent: Tuesday, November 04, 2008 2:28 PM To: andrew.vidler@...; Game Development Algorithms Subject: Re: [Algorithms] spline name No. AFAICS (and assuming my maths is correct) the cubic spline Jarkko has described has the following basis matrix: [ 9 27 27 9] M_interp =1/2 [ 18 45 36 9] [11 18 9 2] [ 2 0 0 0] Whereas for a Hermite spline we have (from Foley et al) [ 2 2 1 1] M_hermite = [3 3 2 1] [0 0 1 0] [1 0 0 0] Simon _____ From: Andrew Vidler [mailto:andrew.vidler@...] Sent: 04 November 2008 11:38 To: 'Game Development Algorithms' Subject: Re: [Algorithms] spline name I think you've just found a way of specifying the tangents for a cubic hermite curve? http://en.wikipedia.org/wiki/Cubic_Hermite_spline If you look at the formula for q(1/3) and q(2/3) then you'll get two equations in terms of the endpoints and the tangent at each endpoint  just rearranging for the tangents gives you two equations (one for each tangent) in terms of the endpoints and q(1/3), q(2/3)  which is what you've got. Unless there's some other characteristic of the spline that means it's not a Hermite? Cheers, Andrew. _____ From: Jarkko Lempiainen [mailto:altairx@...] Sent: 04 November 2008 11:10 To: 'Game Development Algorithms' Subject: [Algorithms] spline name Hi, Does anyone know if there is a name for a cubic spline which goes through all the defined control points p0..p3 in the interval t=[0, 1], so that q(0)=p0, q(1/3)=p1, q(2/3)=p2 and q(1)=p3? I solved the basis matrix for it, but don't know what's the name of the wheel I just reinvented ;) Cheers, Jarkko ______________________________________________________________________ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email ______________________________________________________________________ _____  This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblincontest.org/redirect.php?banner_id=100&url=/ _____ _______________________________________________ GDAlgorithmslist mailing list GDAlgorithmslist@... https://lists.sourceforge.net/lists/listinfo/gdalgorithmslist Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithmslist 
From: Willem H. de Boer <willem@wh...>  20081104 13:05:33

I know, it's called a Lempiainen curve! Seriously, there are many ways of defining a curve, many of which do not have a name, since it's fairly easy to come up with one and its basis matrix. Cheers, Willem  Original Message  From: Jarkko Lempiainen To: 'Game Development Algorithms' Sent: Tuesday, November 04, 2008 12:53 PM Subject: Re: [Algorithms] spline name Yes, M_interp looks awfully familiar (: Cheers, Jarkko  From: Simon Fenney [mailto:simon.fenney@...] Sent: Tuesday, November 04, 2008 2:28 PM To: andrew.vidler@...; Game Development Algorithms Subject: Re: [Algorithms] spline name No. AFAICS (and assuming my maths is correct) the cubic spline Jarkko has described has the following basis matrix: [ 9 27 27 9] M_interp =1/2 [ 18 45 36 9] [11 18 9 2] [ 2 0 0 0] Whereas for a Hermite spline we have (from Foley et al) [ 2 2 1 1] M_hermite = [3 3 2 1] [0 0 1 0] [1 0 0 0] Simon  From: Andrew Vidler [mailto:andrew.vidler@...] Sent: 04 November 2008 11:38 To: 'Game Development Algorithms' Subject: Re: [Algorithms] spline name I think you've just found a way of specifying the tangents for a cubic hermite curve? http://en.wikipedia.org/wiki/Cubic_Hermite_spline If you look at the formula for q(1/3) and q(2/3) then you'll get two equations in terms of the endpoints and the tangent at each endpoint  just rearranging for the tangents gives you two equations (one for each tangent) in terms of the endpoints and q(1/3), q(2/3)  which is what you've got. Unless there's some other characteristic of the spline that means it's not a Hermite? Cheers, Andrew.  From: Jarkko Lempiainen [mailto:altairx@...] Sent: 04 November 2008 11:10 To: 'Game Development Algorithms' Subject: [Algorithms] spline name Hi, Does anyone know if there is a name for a cubic spline which goes through all the defined control points p0..p3 in the interval t=[0, 1], so that q(0)=p0, q(1/3)=p1, q(2/3)=p2 and q(1)=p3? I solved the basis matrix for it, but don't know what's the name of the wheel I just reinvented ;) Cheers, Jarkko ______________________________________________________________________ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email ______________________________________________________________________   This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblincontest.org/redirect.php?banner_id=100&url=/  _______________________________________________ GDAlgorithmslist mailing list GDAlgorithmslist@... https://lists.sourceforge.net/lists/listinfo/gdalgorithmslist Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithmslist 
From: Jarkko Lempiainen <altairx@gm...>  20081104 12:53:56

Yes, M_interp looks awfully familiar (: Cheers, Jarkko _____ From: Simon Fenney [mailto:simon.fenney@...] Sent: Tuesday, November 04, 2008 2:28 PM To: andrew.vidler@...; Game Development Algorithms Subject: Re: [Algorithms] spline name No. AFAICS (and assuming my maths is correct) the cubic spline Jarkko has described has the following basis matrix: [ 9 27 27 9] M_interp =1/2 [ 18 45 36 9] [11 18 9 2] [ 2 0 0 0] Whereas for a Hermite spline we have (from Foley et al) [ 2 2 1 1] M_hermite = [3 3 2 1] [0 0 1 0] [1 0 0 0] Simon _____ From: Andrew Vidler [mailto:andrew.vidler@...] Sent: 04 November 2008 11:38 To: 'Game Development Algorithms' Subject: Re: [Algorithms] spline name I think you've just found a way of specifying the tangents for a cubic hermite curve? http://en.wikipedia.org/wiki/Cubic_Hermite_spline If you look at the formula for q(1/3) and q(2/3) then you'll get two equations in terms of the endpoints and the tangent at each endpoint  just rearranging for the tangents gives you two equations (one for each tangent) in terms of the endpoints and q(1/3), q(2/3)  which is what you've got. Unless there's some other characteristic of the spline that means it's not a Hermite? Cheers, Andrew. _____ From: Jarkko Lempiainen [mailto:altairx@...] Sent: 04 November 2008 11:10 To: 'Game Development Algorithms' Subject: [Algorithms] spline name Hi, Does anyone know if there is a name for a cubic spline which goes through all the defined control points p0..p3 in the interval t=[0, 1], so that q(0)=p0, q(1/3)=p1, q(2/3)=p2 and q(1)=p3? I solved the basis matrix for it, but don't know what's the name of the wheel I just reinvented ;) Cheers, Jarkko ______________________________________________________________________ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email ______________________________________________________________________ 
From: Simon Fenney <simon.fenney@po...>  20081104 12:43:14

No. AFAICS (and assuming my maths is correct) the cubic spline Jarkko has described has the following basis matrix: [ 9 27 27 9] M_interp =1/2 [ 18 45 36 9] [11 18 9 2] [ 2 0 0 0] Whereas for a Hermite spline we have (from Foley et al) [ 2 2 1 1] M_hermite = [3 3 2 1] [0 0 1 0] [1 0 0 0] Simon ________________________________ From: Andrew Vidler [mailto:andrew.vidler@...] Sent: 04 November 2008 11:38 To: 'Game Development Algorithms' Subject: Re: [Algorithms] spline name I think you've just found a way of specifying the tangents for a cubic hermite curve? http://en.wikipedia.org/wiki/Cubic_Hermite_spline If you look at the formula for q(1/3) and q(2/3) then you'll get two equations in terms of the endpoints and the tangent at each endpoint  just rearranging for the tangents gives you two equations (one for each tangent) in terms of the endpoints and q(1/3), q(2/3)  which is what you've got. Unless there's some other characteristic of the spline that means it's not a Hermite? Cheers, Andrew. ________________________________ From: Jarkko Lempiainen [mailto:altairx@...] Sent: 04 November 2008 11:10 To: 'Game Development Algorithms' Subject: [Algorithms] spline name Hi, Does anyone know if there is a name for a cubic spline which goes through all the defined control points p0..p3 in the interval t=[0, 1], so that q(0)=p0, q(1/3)=p1, q(2/3)=p2 and q(1)=p3? I solved the basis matrix for it, but don't know what's the name of the wheel I just reinvented ;) Cheers, Jarkko ______________________________________________________________________ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email ______________________________________________________________________ 
From: Jarkko Lempiainen <altairx@gm...>  20081104 12:39:39

Well, with the same logic you could call it to Bspline or Bezier spline since any cubic spline can be transformed to another ;) Cheers, Jarkko _____ From: Andrew Vidler [mailto:andrew.vidler@...] Sent: Tuesday, November 04, 2008 2:33 PM To: 'Game Development Algorithms' Subject: Re: [Algorithms] spline name A CatmullRom spline is just a Cubic Hermite with a certain scheme for working out the tangents. :) See further down the Wikipedia page for details. _____ From: Jarkko Lempiainen [mailto:altairx@...] Sent: 04 November 2008 12:26 To: andrew.vidler@...; 'Game Development Algorithms' Subject: RE: [Algorithms] spline name I don't think it's cubic Hermite curve since it's defined with 4 points rather than 2 points + their tangents. I think CatmullRom would be a closer match, but it doesn't go through all the points within t=[0, 1] interval. Cheers, Jarkko _____ From: Andrew Vidler [mailto:andrew.vidler@...] Sent: Tuesday, November 04, 2008 1:38 PM To: 'Game Development Algorithms' Subject: Re: [Algorithms] spline name I think you've just found a way of specifying the tangents for a cubic hermite curve? http://en.wikipedia.org/wiki/Cubic_Hermite_spline If you look at the formula for q(1/3) and q(2/3) then you'll get two equations in terms of the endpoints and the tangent at each endpoint  just rearranging for the tangents gives you two equations (one for each tangent) in terms of the endpoints and q(1/3), q(2/3)  which is what you've got. Unless there's some other characteristic of the spline that means it's not a Hermite? Cheers, Andrew. _____ From: Jarkko Lempiainen [mailto:altairx@...] Sent: 04 November 2008 11:10 To: 'Game Development Algorithms' Subject: [Algorithms] spline name Hi, Does anyone know if there is a name for a cubic spline which goes through all the defined control points p0..p3 in the interval t=[0, 1], so that q(0)=p0, q(1/3)=p1, q(2/3)=p2 and q(1)=p3? I solved the basis matrix for it, but don't know what's the name of the wheel I just reinvented ;) Cheers, Jarkko ______________________________________________________________________ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email ______________________________________________________________________ ______________________________________________________________________ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email ______________________________________________________________________ 
From: Andrew Vidler <andrew.vidler@ni...>  20081104 12:35:27

Yes, quite possibly  but I think it's slightly ambiguous; you can also get a spline doing exactly what's described by using a Hermite and setting the tangents to: m0 = (1/6)( 54q(1/3)  27q(2/3)  33p0 + 6p1 ) m1 = (1/4)( 7p0 + 2m0 + 20p1  27P(2/3) (assuming I've worked it out right  quite possibly mistakes in there) :) Cheers, Andrew. _____ From: Simon Fenney [mailto:simon.fenney@...] Sent: 04 November 2008 12:28 To: andrew.vidler@...; Game Development Algorithms Subject: RE: [Algorithms] spline name No. AFAICS (and assuming my maths is correct) the cubic spline Jarkko has described has the following basis matrix: [ 9 27 27 9] M_interp =1/2 [ 18 45 36 9] [11 18 9 2] [ 2 0 0 0] Whereas for a Hermite spline we have (from Foley et al) [ 2 2 1 1] M_hermite = [3 3 2 1] [0 0 1 0] [1 0 0 0] Simon _____ From: Andrew Vidler [mailto:andrew.vidler@...] Sent: 04 November 2008 11:38 To: 'Game Development Algorithms' Subject: Re: [Algorithms] spline name I think you've just found a way of specifying the tangents for a cubic hermite curve? http://en.wikipedia.org/wiki/Cubic_Hermite_spline If you look at the formula for q(1/3) and q(2/3) then you'll get two equations in terms of the endpoints and the tangent at each endpoint  just rearranging for the tangents gives you two equations (one for each tangent) in terms of the endpoints and q(1/3), q(2/3)  which is what you've got. Unless there's some other characteristic of the spline that means it's not a Hermite? Cheers, Andrew. _____ From: Jarkko Lempiainen [mailto:altairx@...] Sent: 04 November 2008 11:10 To: 'Game Development Algorithms' Subject: [Algorithms] spline name Hi, Does anyone know if there is a name for a cubic spline which goes through all the defined control points p0..p3 in the interval t=[0, 1], so that q(0)=p0, q(1/3)=p1, q(2/3)=p2 and q(1)=p3? I solved the basis matrix for it, but don't know what's the name of the wheel I just reinvented ;) Cheers, Jarkko ______________________________________________________________________ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email ______________________________________________________________________ ______________________________________________________________________ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email ______________________________________________________________________ 
From: Andrew Vidler <andrew.vidler@ni...>  20081104 12:31:52

A CatmullRom spline is just a Cubic Hermite with a certain scheme for working out the tangents. :) See further down the Wikipedia page for details. _____ From: Jarkko Lempiainen [mailto:altairx@...] Sent: 04 November 2008 12:26 To: andrew.vidler@...; 'Game Development Algorithms' Subject: RE: [Algorithms] spline name I don't think it's cubic Hermite curve since it's defined with 4 points rather than 2 points + their tangents. I think CatmullRom would be a closer match, but it doesn't go through all the points within t=[0, 1] interval. Cheers, Jarkko _____ From: Andrew Vidler [mailto:andrew.vidler@...] Sent: Tuesday, November 04, 2008 1:38 PM To: 'Game Development Algorithms' Subject: Re: [Algorithms] spline name I think you've just found a way of specifying the tangents for a cubic hermite curve? http://en.wikipedia.org/wiki/Cubic_Hermite_spline If you look at the formula for q(1/3) and q(2/3) then you'll get two equations in terms of the endpoints and the tangent at each endpoint  just rearranging for the tangents gives you two equations (one for each tangent) in terms of the endpoints and q(1/3), q(2/3)  which is what you've got. Unless there's some other characteristic of the spline that means it's not a Hermite? Cheers, Andrew. _____ From: Jarkko Lempiainen [mailto:altairx@...] Sent: 04 November 2008 11:10 To: 'Game Development Algorithms' Subject: [Algorithms] spline name Hi, Does anyone know if there is a name for a cubic spline which goes through all the defined control points p0..p3 in the interval t=[0, 1], so that q(0)=p0, q(1/3)=p1, q(2/3)=p2 and q(1)=p3? I solved the basis matrix for it, but don't know what's the name of the wheel I just reinvented ;) Cheers, Jarkko ______________________________________________________________________ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email ______________________________________________________________________ ______________________________________________________________________ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email ______________________________________________________________________ 
From: Jarkko Lempiainen <altairx@gm...>  20081104 12:25:39

I don't think it's cubic Hermite curve since it's defined with 4 points rather than 2 points + their tangents. I think CatmullRom would be a closer match, but it doesn't go through all the points within t=[0, 1] interval. Cheers, Jarkko _____ From: Andrew Vidler [mailto:andrew.vidler@...] Sent: Tuesday, November 04, 2008 1:38 PM To: 'Game Development Algorithms' Subject: Re: [Algorithms] spline name I think you've just found a way of specifying the tangents for a cubic hermite curve? http://en.wikipedia.org/wiki/Cubic_Hermite_spline If you look at the formula for q(1/3) and q(2/3) then you'll get two equations in terms of the endpoints and the tangent at each endpoint  just rearranging for the tangents gives you two equations (one for each tangent) in terms of the endpoints and q(1/3), q(2/3)  which is what you've got. Unless there's some other characteristic of the spline that means it's not a Hermite? Cheers, Andrew. _____ From: Jarkko Lempiainen [mailto:altairx@...] Sent: 04 November 2008 11:10 To: 'Game Development Algorithms' Subject: [Algorithms] spline name Hi, Does anyone know if there is a name for a cubic spline which goes through all the defined control points p0..p3 in the interval t=[0, 1], so that q(0)=p0, q(1/3)=p1, q(2/3)=p2 and q(1)=p3? I solved the basis matrix for it, but don't know what's the name of the wheel I just reinvented ;) Cheers, Jarkko ______________________________________________________________________ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email ______________________________________________________________________ 
From: Andrew Vidler <andrew.vidler@ni...>  20081104 11:59:57

I think you've just found a way of specifying the tangents for a cubic hermite curve? http://en.wikipedia.org/wiki/Cubic_Hermite_spline If you look at the formula for q(1/3) and q(2/3) then you'll get two equations in terms of the endpoints and the tangent at each endpoint  just rearranging for the tangents gives you two equations (one for each tangent) in terms of the endpoints and q(1/3), q(2/3)  which is what you've got. Unless there's some other characteristic of the spline that means it's not a Hermite? Cheers, Andrew. _____ From: Jarkko Lempiainen [mailto:altairx@...] Sent: 04 November 2008 11:10 To: 'Game Development Algorithms' Subject: [Algorithms] spline name Hi, Does anyone know if there is a name for a cubic spline which goes through all the defined control points p0..p3 in the interval t=[0, 1], so that q(0)=p0, q(1/3)=p1, q(2/3)=p2 and q(1)=p3? I solved the basis matrix for it, but don't know what's the name of the wheel I just reinvented ;) Cheers, Jarkko ______________________________________________________________________ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email ______________________________________________________________________ 
From: Jarkko Lempiainen <altairx@gm...>  20081104 11:10:32

Hi, Does anyone know if there is a name for a cubic spline which goes through all the defined control points p0..p3 in the interval t=[0, 1], so that q(0)=p0, q(1/3)=p1, q(2/3)=p2 and q(1)=p3? I solved the basis matrix for it, but don't know what's the name of the wheel I just reinvented ;) Cheers, Jarkko 
From: Nicholas \Indy\ Ray <arelius@gm...>  20081104 09:50:49

Keep in mind that GPL/LGPL renderers (most of those listed) are not campatible with most console licenses Indy On Tue, Nov 4, 2008 at 1:10 AM, Andreas Lindmark < k.andreas.lindmark@...> wrote: > I would also take a serious look at Horde3D http://www.horde3d.org/ > > Andreas > >  > This SF.Net email is sponsored by the Moblin Your Move Developer's > challenge > Build the coolest Linux based applications with Moblin SDK & win great > prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblincontest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > GDAlgorithmslist mailing list > GDAlgorithmslist@... > https://lists.sourceforge.net/lists/listinfo/gdalgorithmslist > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithmslist > 
From: Andreas Lindmark <k.andreas.lindmark@gm...>  20081104 09:10:48

I would also take a serious look at Horde3D http://www.horde3d.org/ Andreas 
From: Michael Smith <msmith@ms...>  20081104 08:57:39

Thanks a lot guys! There are some good bumps in there. On Sat, Nov 1, 2008 at 4:10 AM, Willem Kokke <wkokke@...> wrote: > I have had very good results with Wild Magic, from Dave Eberly > It is LGPL, and well documented in the source code and in Dave's books. It > also has lots of examples to illustrate individual features. > > http://www.geometrictools.com/ > > Willem > >  > This SF.Net email is sponsored by the Moblin Your Move Developer's challenge > Build the coolest Linux based applications with Moblin SDK & win great > prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblincontest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > GDAlgorithmslist mailing list > GDAlgorithmslist@... > https://lists.sourceforge.net/lists/listinfo/gdalgorithmslist > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithmslist > 
From: Heath Copeland <copelahe@tr...>  20081104 02:05:07

Many thanks, Jon (and others); what an incredible helpful and generous resource you all are! I'd given it some more thought and made a start on something along the lines of Jon's suggestion over the weekend and ran into difficulties making the second of the problems you mention smooth out by queuing pathfinding tasks over multiple frames (got quite messy given the disparity in complexity and iterations required for the various paths), but the incremental Dijkstra idea might be just the ticket; I'll see how it goes... Also intrigued by Alen's nearestdistance vector field map  worth a try to see how it compares. Again, many thanks. Cheers, Heath. DISCLAIMER: This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to which they are addressed. If you have received this email in error please notify the sender or system administrator. This email message has been checked for the presence of computer viruses. Trinity College Gawler Inc. reserves the right to filter and delete inappropriate, offensive or unsolicited email. Please consider the environment before you print this email 