Collision Detection - Parallel Computing

来源:http://parallel.vub.ac.be/documentation/pvm/Example/Marc_Ramaekers/node5.html

First, a short note on the structure of our collision detection program. An overview of the processing pipeline is given in Figure 1. We assume that before entering the pipeline a scene has been loaded containing some objects. In our implementation, these are LightWave objects listed in a little script. We also use this script to set several switches that determine the operating mode. The object-object weakness strategy is the Sweep and Prune (S&P) algorithm as presented previously. For the face level intersection tests we have the following algorithms: Axis Aligned Bounding Box trees (AABB), Oriented Bounding Box trees with or without computation of the convex hull in the box orientation calculation (OBB and OBBCV) and lastly the V-Clip algorithm ([ Mir98]) which I didn't mention before and won't say anything about since it wasn't parallelized. As you can see from Figure 1, you can skip the S&P steps, since in Slave Mode this step will be done by the Master. It's also possible that in a particular application the scenes are so dense that the S&P check can't deliver a speed increase and is best switched off. Also, the face-level detection can be passed on to slaves, which is of particular interest in this paper.
   
Figure 1: The collision detection pipeline

For our implementation, we used the Parallel Virtual Machine library, a library that allows a network of computers to be used as a single parallel machine. Later on, we will discuss what exactly the Parallel Virtual Machine (PVM) library offers. But first we'll have to temper expectations a bit.
课程设计报告:总体方案设计说明 一、软件开发环境配置 本系统采用C++作为核心编程语言,结合Qt 5.12.7框架进行图形用户界面开发。数据库管理系统选用MySQL,用于存储用户数据与小精灵信息。集成开发环境为Qt Creator,操作系统平台为Windows 10。 二、窗口界面架构设计 系统界面由多个功能模块构成,各模块职责明确,具体如下: 1. 起始界面模块(Widget) 作为应用程序的入口界面,提供初始导航功能。 2. 身份验证模块(Login) 负责处理用户登录与账户注册流程,实现身份认证机制。 3. 游戏主大厅模块(Lobby) 作为用户登录后的核心交互区域,集成各项功能入口。 4. 资源管理模块(BagWidget) 展示用户持有的全部小精灵资产,提供可视化资源管理界面。 5. 精灵详情模块(SpiritInfo) 呈现选定小精灵的完整属性数据与状态信息。 6. 用户名录模块(UserList) 系统内所有注册用户的基本信息列表展示界面。 7. 个人资料模块(UserInfo) 显示当前用户的详细账户资料与历史数据统计。 8. 服务器精灵选择模块(Choose) 对战准备阶段,从服务器可用精灵池中选取参战单位的专用界面。 9. 玩家精灵选择模块(Choose2) 对战准备阶段,从玩家自有精灵库中筛选参战单位的操作界面。 10. 对战演算模块(FightWidget) 实时模拟精灵对战过程,动态呈现战斗动画与状态变化。 11. 对战结算模块(ResultWidget) 对战结束后,系统生成并展示战斗结果报告与数据统计。 各模块通过统一的事件驱动机制实现数据通信与状态同步,确保系统功能的连贯性与数据一致性。界面布局遵循模块化设计原则,采用响应式视觉方案适配不同显示环境。 资源来源于网络分享,仅用于学习交流使用,请勿用于商业,如有侵权请联系我删除!
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