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author | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
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committer | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
commit | 0ea5fc66924303d1bf73ba283a383e2aadee02f2 (patch) | |
tree | 2568e71a7ccc44ec23b8bb3f0ff97fb6bf2ed709 /docs/features_nel_pacs.php | |
download | nevrax-website-self-hostable-0ea5fc66924303d1bf73ba283a383e2aadee02f2.tar.xz nevrax-website-self-hostable-0ea5fc66924303d1bf73ba283a383e2aadee02f2.zip |
Initial commit
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-rw-r--r-- | docs/features_nel_pacs.php3 | 114 |
1 files changed, 114 insertions, 0 deletions
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header --> + + +<!-- NeL Pacs Library : Features --> +<table width=100%><tr><td align=left><b>NeL Pacs Library : Features</b></td><td align=right><b></b></td></TR></TABLE> + + +<H2>Introduction</H2> + +<P>The NeL PACS library comprises world surface representations for content movement and collision management for both server and client applications.</P> + +<H2>Features</H2> + +<H3>General features</H3> +<UL> +<li>Both landscape and enclosed spaces are supported. +<li>PACS can either be linked to application as a library or run as a pair of stand-alone service. +</UL> + +<H3>Path Finding</H3> +<UL> +<li>Algorithm for determining (non-convex) surface list for a path +<li>Surface border skirting algorithm for generating paths across surfaces +</UL> +<I>In development : </I> +<UL> +<li>Genration of 'wide' paths with liberty of movement for management of gine detail obstacle avoidance +</UL> + +<H3>Collisions</H3> +<UL> +<li>There is support for both object-object collisins and object-scenery collisions. +<li>Objects are divided into static solid objects, dynamic solid objects and dynamic 'ghost' objects that have no impact on the scenery +<li>Both Logical collisions and Blocking collisions are supported +<li>Blocking collisions may be treated as 'sticky', 'sliding' or 'bounce' +<li>Object collision primitives include cylinders and cuboids. +<li>PACS may maintain a collision space history which allows re-tracing of movement information received late, by the server, through the world as it was for lag management purposes. +</UL> + +<H3>Tools</H3> +<UL> +<li>Landscape scenery is converted directly to a surface representation by exported data re-processing utilities. +<li>Streets and interiors must have explicit collision models (surface models) which are exported from 3DStudio Max and processed to generate the same surface representation. +</UL> + + +<!-- footer --> +<BR><FONT Size=+5> </FONT> +</TD> +<TD WIDTH=15><IMG 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