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improvements #71
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I'd certainly appreciate contributions! However, please try to split it up to one PR per shape if you can as that makes reviewing easier. |
I would be interested in the Add/Remove/Rebuild. Do you have a fork up somewhere I can take a look at? |
I will try and get it uploaded in the next day or two. I've pretty heavily edited a few things, a merge back shouldn't be too hard but I haven't prioritized the time for that yet |
also I haven't implemented rebuild yet, I know how I want to but my priority is has been on add and remove. Do note that heavy use of add and remove will cause a hefty toll on the locality of the bvh over time. Regardless I'm super happy with the performance of this BVH, currently I'm able to do ~100k raycasts against a bvh with a 100k items in it < 1ms or so |
https://github.com/dbenson24/bvh @StarArawn warning that I have done literally nothing to prep it for viewing other than migrating my changes back into a fork of the repo |
So I've continued working on/improving my branch of your BVH as I'm using it for a unity game I'm working on. I've attached a bench run of the 32bit version below. At this point the code has diverged quite a lot from your current version. If you are interested I'm willing to work with you to upstream changes, otherwise I'm considering publishing a fork with the 32/64bit versions + the C FFI bindings. I've attached a benchmark below (build is using parallel, it's about 5.5x faster to build the 120k triangle BVH in parallel on my processor (Ryzen 3900x) than it is to build serial.
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Holy cow. Yeah it would be absolutely great if you could upstream your work! :) |
I think it might be a good idea to coordinate on coming up with a new
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Thanks for maintaining this crate, I've been integrating it into a game I'm working on in Unity and in doing so I've added/am adding a bunch of things that I needed and was wondering how much of it you might be interested me trying to separate out for a PR.
The performance is amazing!
I've been implementing some new query shapes
In addition to those I've also been adding some new methods
I've also defined a C FFI so that it could be used outside of Rust code
My version is also 64bit because I needed the precision
If any of this stuff sounds like something you might be interested in a PR for let me know.
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