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	<title>Comments for Luke Palmer</title>
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	<link>http://lukepalmer.wordpress.com</link>
	<description>Functional programming and mathematical philosophy with musical interludes</description>
	<lastBuildDate>Wed, 11 Nov 2009 01:52:41 +0000</lastBuildDate>
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		<title>Comment on Collision Detection with Enneatrees by Jake McArthur</title>
		<link>http://lukepalmer.wordpress.com/2009/11/08/collision-detection-with-enneatrees/#comment-969</link>
		<dc:creator>Jake McArthur</dc:creator>
		<pubDate>Wed, 11 Nov 2009 01:52:41 +0000</pubDate>
		<guid isPermaLink="false">http://lukepalmer.wordpress.com/?p=1045#comment-969</guid>
		<description>Luke: Check out the Chipmunk physics engine for an example of spatial hashing.</description>
		<content:encoded><![CDATA[<p>Luke: Check out the Chipmunk physics engine for an example of spatial hashing.</p>
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		<title>Comment on Collision Detection with Enneatrees by George</title>
		<link>http://lukepalmer.wordpress.com/2009/11/08/collision-detection-with-enneatrees/#comment-968</link>
		<dc:creator>George</dc:creator>
		<pubDate>Tue, 10 Nov 2009 19:18:28 +0000</pubDate>
		<guid isPermaLink="false">http://lukepalmer.wordpress.com/?p=1045#comment-968</guid>
		<description>I think this is closely related to Thatcher Ulrich&#039;s loose octrees: http://tulrich.com/geekstuff/partitioning.html</description>
		<content:encoded><![CDATA[<p>I think this is closely related to Thatcher Ulrich&#8217;s loose octrees: <a href="http://tulrich.com/geekstuff/partitioning.html" rel="nofollow">http://tulrich.com/geekstuff/partitioning.html</a></p>
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		<title>Comment on Collision Detection with Enneatrees by Joe Thornber</title>
		<link>http://lukepalmer.wordpress.com/2009/11/08/collision-detection-with-enneatrees/#comment-967</link>
		<dc:creator>Joe Thornber</dc:creator>
		<pubDate>Tue, 10 Nov 2009 13:53:38 +0000</pubDate>
		<guid isPermaLink="false">http://lukepalmer.wordpress.com/?p=1045#comment-967</guid>
		<description>Firstly I highly recommend this book: http://tinyurl.com/yhcf83s (links to amazon).

The trouble with tree based structures is they&#039;re expensive to build.  Unlike hashing, where for each frame, you can just iterate through every object inserting it into a hash table and check for collisions at the same time.

Also I have a little opengl/C demo that throws ~1k balls around the screen.  I could send you the source to if you want more explanation?</description>
		<content:encoded><![CDATA[<p>Firstly I highly recommend this book: <a href="http://tinyurl.com/yhcf83s" rel="nofollow">http://tinyurl.com/yhcf83s</a> (links to amazon).</p>
<p>The trouble with tree based structures is they&#8217;re expensive to build.  Unlike hashing, where for each frame, you can just iterate through every object inserting it into a hash table and check for collisions at the same time.</p>
<p>Also I have a little opengl/C demo that throws ~1k balls around the screen.  I could send you the source to if you want more explanation?</p>
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		<title>Comment on Collision Detection with Enneatrees by Luke</title>
		<link>http://lukepalmer.wordpress.com/2009/11/08/collision-detection-with-enneatrees/#comment-966</link>
		<dc:creator>Luke</dc:creator>
		<pubDate>Tue, 10 Nov 2009 10:49:17 +0000</pubDate>
		<guid isPermaLink="false">http://lukepalmer.wordpress.com/?p=1045#comment-966</guid>
		<description>Joe:  Could you elaborate, or give me a pointer to a paper or site that describes what you are thinking about?  From what I gather, &quot;recursive spatial hashing&quot; is a lot like a quadtree, but there are many more children per branch than 4, and some sort of hash function is used to organize them.  Is that accurate?  Is there a special property the hash function must have?</description>
		<content:encoded><![CDATA[<p>Joe:  Could you elaborate, or give me a pointer to a paper or site that describes what you are thinking about?  From what I gather, &#8220;recursive spatial hashing&#8221; is a lot like a quadtree, but there are many more children per branch than 4, and some sort of hash function is used to organize them.  Is that accurate?  Is there a special property the hash function must have?</p>
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		<title>Comment on Collision Detection with Enneatrees by Joe Thornber</title>
		<link>http://lukepalmer.wordpress.com/2009/11/08/collision-detection-with-enneatrees/#comment-965</link>
		<dc:creator>Joe Thornber</dc:creator>
		<pubDate>Tue, 10 Nov 2009 09:41:40 +0000</pubDate>
		<guid isPermaLink="false">http://lukepalmer.wordpress.com/?p=1045#comment-965</guid>
		<description>If your objects are moving it makes _much_ more sense to use a recursive spatial hashing scheme.</description>
		<content:encoded><![CDATA[<p>If your objects are moving it makes _much_ more sense to use a recursive spatial hashing scheme.</p>
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		<title>Comment on Collision Detection with Enneatrees by Luke</title>
		<link>http://lukepalmer.wordpress.com/2009/11/08/collision-detection-with-enneatrees/#comment-964</link>
		<dc:creator>Luke</dc:creator>
		<pubDate>Tue, 10 Nov 2009 07:19:09 +0000</pubDate>
		<guid isPermaLink="false">http://lukepalmer.wordpress.com/?p=1045#comment-964</guid>
		<description>Well, the circles comment was more relevant for Gravmari.  In Gravmari we had to approximate up the yin-yang -- calculating exact gravitational forces would be way too expensive.  We used an object-based hierarchy for that based around bounding circles, which did indeed &quot;hide&quot; the approximations very well.  I could have gone into that algorithm as well, but I&#039;m having enough trouble finding time to write in-depth blog entries as it is.</description>
		<content:encoded><![CDATA[<p>Well, the circles comment was more relevant for Gravmari.  In Gravmari we had to approximate up the yin-yang &#8212; calculating exact gravitational forces would be way too expensive.  We used an object-based hierarchy for that based around bounding circles, which did indeed &#8220;hide&#8221; the approximations very well.  I could have gone into that algorithm as well, but I&#8217;m having enough trouble finding time to write in-depth blog entries as it is.</p>
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		<title>Comment on Collision Detection with Enneatrees by benhutchison</title>
		<link>http://lukepalmer.wordpress.com/2009/11/08/collision-detection-with-enneatrees/#comment-963</link>
		<dc:creator>benhutchison</dc:creator>
		<pubDate>Tue, 10 Nov 2009 03:23:29 +0000</pubDate>
		<guid isPermaLink="false">http://lukepalmer.wordpress.com/?p=1045#comment-963</guid>
		<description>Also... Im curious why you dont consider/discuss object-based hierarchies like AABBs, as well as spatial subdivision method like Quadtrees. 

A property of AABBs I like is that sibling bounding-boxes can overlap slightly, with little impact on overall utility. Also, when objects move &quot;a little&quot;, AABB extents can be re-adjusted without shuffling objects between nodes, whereas (as you point out) spatial subdivision methods typically requires shuffling moving objects around whenever they cross a boundary</description>
		<content:encoded><![CDATA[<p>Also&#8230; Im curious why you dont consider/discuss object-based hierarchies like AABBs, as well as spatial subdivision method like Quadtrees. </p>
<p>A property of AABBs I like is that sibling bounding-boxes can overlap slightly, with little impact on overall utility. Also, when objects move &#8220;a little&#8221;, AABB extents can be re-adjusted without shuffling objects between nodes, whereas (as you point out) spatial subdivision methods typically requires shuffling moving objects around whenever they cross a boundary</p>
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		<title>Comment on Collision Detection with Enneatrees by benhutchison</title>
		<link>http://lukepalmer.wordpress.com/2009/11/08/collision-detection-with-enneatrees/#comment-962</link>
		<dc:creator>benhutchison</dc:creator>
		<pubDate>Tue, 10 Nov 2009 03:10:14 +0000</pubDate>
		<guid isPermaLink="false">http://lukepalmer.wordpress.com/?p=1045#comment-962</guid>
		<description>Im skeptical about this:

&quot;I use circles for collision detection, and otherwise whenever I can for organization, because the results look more natural than using boxes. If you organize using boxes, your simulation will tend to “align” to the axes, which nature surely does not do.&quot;

I would distinguish between geometry that /participates/ in the simulation (leaf object hulls), and geometry that /optimizes/ the simulation (axis-aligned bounding boxes [AABB]). I&#039;d be curious to understand if you believe use of AABBs could &quot;axis-align&quot; the simulation dynamics, if the AABBs themselves never result in collision responses?</description>
		<content:encoded><![CDATA[<p>Im skeptical about this:</p>
<p>&#8220;I use circles for collision detection, and otherwise whenever I can for organization, because the results look more natural than using boxes. If you organize using boxes, your simulation will tend to “align” to the axes, which nature surely does not do.&#8221;</p>
<p>I would distinguish between geometry that /participates/ in the simulation (leaf object hulls), and geometry that /optimizes/ the simulation (axis-aligned bounding boxes [AABB]). I&#8217;d be curious to understand if you believe use of AABBs could &#8220;axis-align&#8221; the simulation dynamics, if the AABBs themselves never result in collision responses?</p>
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		<title>Comment on Gravmari Released! by Luke</title>
		<link>http://lukepalmer.wordpress.com/2009/11/09/gravmari-released/#comment-961</link>
		<dc:creator>Luke</dc:creator>
		<pubDate>Tue, 10 Nov 2009 00:38:23 +0000</pubDate>
		<guid isPermaLink="false">http://lukepalmer.wordpress.com/?p=1048#comment-961</guid>
		<description>Sam, I wish!  Wanting to write games in functional style was my motivation for starting FRP research.  Right now I don&#039;t think the state of the art is ready for complex games, due to performance issues.  But I am trying to incorporate some of the ideas into small scale dynamics here and there, using functional specification for fades and animations and the like, even though the game is largely still imperative.  We used C# and XNA.</description>
		<content:encoded><![CDATA[<p>Sam, I wish!  Wanting to write games in functional style was my motivation for starting FRP research.  Right now I don&#8217;t think the state of the art is ready for complex games, due to performance issues.  But I am trying to incorporate some of the ideas into small scale dynamics here and there, using functional specification for fades and animations and the like, even though the game is largely still imperative.  We used C# and XNA.</p>
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		<title>Comment on Gravmari Released! by Sam Martin</title>
		<link>http://lukepalmer.wordpress.com/2009/11/09/gravmari-released/#comment-959</link>
		<dc:creator>Sam Martin</dc:creator>
		<pubDate>Mon, 09 Nov 2009 17:14:47 +0000</pubDate>
		<guid isPermaLink="false">http://lukepalmer.wordpress.com/?p=1048#comment-959</guid>
		<description>Great stuff! Can I ask what language(s)/tools you guys used to write this? Did you use Haskell/FRP/etc? (I&#039;m currently very interested in use of functional languages in games.)

Cheers,
Sam</description>
		<content:encoded><![CDATA[<p>Great stuff! Can I ask what language(s)/tools you guys used to write this? Did you use Haskell/FRP/etc? (I&#8217;m currently very interested in use of functional languages in games.)</p>
<p>Cheers,<br />
Sam</p>
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