pack hair collision funny collision detection gpu mullet raycasting
Credits: Made by Microdevil (Microdee + evvvvil). Credits: based on Mr VUX's Xmas Pack raycaster.
"A grandiose, elegant and GPU accelerated ray casting collision detection for vvvv DX11." - Pedro Van Tortillas
Microdevil Intersect will solve all your collision detection problems and provide your family with the right amount of offensive laughter in the warm comfort of your own home (unless you live with Pedro in his cold and bleak sex-dungeon-stroke-crystal-meth-lab).
I can already hear some of you cheer and tap your feet in anticipation and trepidation at the joy of building all these penis-based ray casting apps... Fear not my friend, the truth about ray casting has finally landed in your humble abode, and, for once, the truth is more than half a sausage.
This tool has been officially certified by Pedro Van Tortillas, therefore any bug report will be ignored, unless it is delivered by a goat sailing a boat.
Merry fucking Christmas and happy fucking new year. evvvvil
INSTALLATION: To install just place the unzipped "Microdevil_Intersect" folder in /packs folder.
Special Thankx to UBERACT and SUPERBIEN who supported the development of this tool.
Bravo ! Grande Pedro !
well done Pedro
Oooh sexy fun pointing times
Well done boys!!
One detail, the third girlpower example use waveshaper from instance noodles, it comes up red without instance noodles installed.
@sunep: Thankx a lot broh! Nicely spotted. I have just swapped instance noodles waveshaper to normal waveshaper and map node so now there shouldn't be any red nodes if you don't have instance noodles. Increased version to 1.69 and destroyed previous version. Cheers
Thanks, great stuff
This isn't working for me - is it tested with latest beta and dx11?
When I say 'not working', everything is functioning but the intersect / hittest results are wrong
BTW - this ended up working once files were moved to the packs folder
When spreading the ray input, only one intersection point is output per triangle - ie if multiple rays intersect the same triangle only the first hit is output.
Any idea why? the gsfx looks like it should keep appending points to the output but it seems only the first one makes it
Yo mr boni,
I'm not seeing a goat on your boat, bro, but the ticket has been logged.
Firstly regarding install yes, indeed, this is a pack plugin and it must be put in "packs" to work (that was explained in the description text already albeit lost in pseudo-humorous mumbo-jumbo) I will make it more clear by having it in CAPS...
I made a sort of triple-patch-help-patch which in hindsight is a stupid fucking idea as i think the mouse nodes are confusing the shit outta eachother, i will fix a more robust help patch with only one patch and still three stand alone examples in girlpowr folder (don't forget you can do 2d touch/ mouse and ui collision detection with this shit)
Spreading ray input bug: Will look into it, this plugin will be updated today or tomorrow. cheers broh
Thank you buddeeee
Sadly, I too am experiencing only one of multiple intersecting rays being returned. All is disappointment, despair, desolation. Off to Pedro's for mood-adjustment therapy...
Ah, found something that works for me for multiple rays. In MicrodevilIntersect (DX11.Gemoetry).v4p, the input mesh count is being used as the Element Count into the Renderer. Changing that to the count of rayposXYZ 3D vectors gives me good hits.
In other words, drop in a Count (3d) with the input hooked to the rayposXYZ input IO box, and its output hooked to the Renderer Element Count input pin.
Have not tested if this works as Pedro would expect for multiple meshes (I'm only using one) and when First Only is false; I expect there may be more issues (should it be mesh count * ray count?). But at least now I can come out of Pedro's dungeon for a while longer...
Ehh, no that still has problems, dag nab it.
Goat on a boat here.
Is it possible to get multiple intersection points on a single mesh and a single ray?
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