1. I remember having some hard time getting the collision avoidance solver working correctly. This test was not perfect but I was starting to see the light :).
    The solver is using the bearing angle and its time-derivative to detect future potential collisions. Agents vision is discretized to simple cylinders (or spheres I don't remember :) ). This way, it was rather fast to evaluate but was limited to agents only interactions. A second solver

    I remember having some hard time getting the collision avoidance solver working correctly. This test was not perfect but I was starting to see the light :).
    The solver is using the bearing angle and its time-derivative to detect future potential collisions. Agents vision is discretized to simple cylinders (or spheres I don't remember :) ). This way, it was rather fast to evaluate but was limited to agents only interactions. A second solver has been developed to avoid obstacle (firing some rays and getting intersection with scene geometries), but was not always working as expected. If I should re-do this work, I would use the same solver for agents and obstacle I think...

    # vimeo.com/64014188 Uploaded 295 Plays / / 0 Comments Watch in Couch Mode

  2. This was one of the first goal system for CrowdFX (latter I added a follow curve system that was maybe more easy to use).
    Characters are directed using several goals. You can define the order of those goals by setting their index.This example also illustrate the feet locking added at run time to avoid unnatural sliding of the original animation (when characters are turning).

    This was one of the first goal system for CrowdFX (latter I added a follow curve system that was maybe more easy to use).
    Characters are directed using several goals. You can define the order of those goals by setting their index.This example also illustrate the feet locking added at run time to avoid unnatural sliding of the original animation (when characters are turning).

    # vimeo.com/64013757 Uploaded 202 Plays / / 0 Comments Watch in Couch Mode

  3. SPH Solver

    from Guillaume Laforge Plus

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    A simple SPH Solver I wrote in about a week using KL (an elegant and fast language for parallel computing using static types compiled at run time) and Creation Platform (for the UI part).

    A simple SPH Solver I wrote in about a week using KL (an elegant and fast language for parallel computing using static types compiled at run time) and Creation Platform (for the UI part).

    # vimeo.com/63978970 Uploaded 101 Plays / / 0 Comments Watch in Couch Mode

  4. A little test I made before Christmas 2012 using Fabric Engine Creation Platform.
    The idea was to be able to create some KL code using nodes. A system similar to the Houdini VOP graph but generating KL instead of VEX :)

    A little test I made before Christmas 2012 using Fabric Engine Creation Platform.
    The idea was to be able to create some KL code using nodes. A system similar to the Houdini VOP graph but generating KL instead of VEX :)

    # vimeo.com/63978659 Uploaded 66 Plays / / 2 Comments Watch in Couch Mode

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    The collision avoidance solver can be tweaked to let French and English fight each other (more realistic behaviour )

    The collision avoidance solver can be tweaked to let French and English fight each other (more realistic behaviour )

    # vimeo.com/63978069 Uploaded 62 Plays / / 0 Comments Watch in Couch Mode

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Guillaume Laforge Lab

Guillaume Laforge Plus

My little space where I can freely investigate on Nanode, a 100% python based 3D application.

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