» Microdevil Intersect
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Microdevil Intersect

pack hair collision funny collision detection gpu mullet raycasting
Credits: Made by Microdevil (Microdee + evvvvil). Credits: based on Mr VUX's Xmas Pack raycaster.

about

"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.

download

Microdevil_Intersect_1.69.zip
14.12.16 [15:44 UTC] by evvvvil | 619 downloads
69 seems an adequate number broh

sebescudie 13/12/2016 - 19:26

\o/

lecloneur 14/12/2016 - 01:54

Bravo ! Grande Pedro !

Noir 14/12/2016 - 10:16

well done Pedro

Gareth.Griffiths 14/12/2016 - 10:55

Oooh sexy fun pointing times

vasilis 14/12/2016 - 12:06

Well done boys!!

sunep 14/12/2016 - 16:20

great stuff.

One detail, the third girlpower example use waveshaper from instance noodles, it comes up red without instance noodles installed.

evvvvil 14/12/2016 - 16:50

@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

everyoneishappy 14/12/2016 - 18:18

Thanks, great stuff

mrboni 13/02/2017 - 18:57

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

mrboni 27/02/2017 - 20:11

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

evvvvil 19/03/2017 - 15:13

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

mrboni 19/03/2017 - 22:42

Thank you buddeeee

mediadog 21/05/2017 - 21:52

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...

mediadog 21/05/2017 - 22:07

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...

mediadog 26/05/2017 - 02:48

Ehh, no that still has problems, dag nab it.

dominikKoller 10/06/2017 - 17:02

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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Shoutbox

~2min ago

joreg: @Tamoeba odd if so. so you don't have an LFO or MonoFlop node

~20h ago

sagishi: any vvvv wizardry going on at ADAF in athens this week?

~21h ago

vux: Freshly released, DirectX11 v1.3 directx11-1.3-update

~2d ago

weareallclowns: has anyone used avr-gcc with vvvv? thinking about uploading a vvvv sketch to arduino

~3d ago

motzi: @udo2013: you can't change the resolution of the standard DX11 renderer (res=window size). use temptarget renderer + preview instead

~3d ago

Tamoeba Kale: Is it possible that i am missing thew whole "animation" category nodes? how?

~4d ago

udo2013: hello. is there a way to change the fullscreen resolution of renderer dx11? found no possibility + can not be opened.

~4d ago

tekcor: @joreg vl.glTF loader looks intense inside, but is red in b36.

~5d ago

MultiNIL: @joreg sure!

~5d ago

joreg: @MultiNIL supa! can we have this as a gallery entry? 24