https://www.youtube.com/watch?v=K-MLpEmVgT8
I build the tree on init -> then I use a hitpoint provided by the game engine physics, but I think you will want to use the camera projection and the mouse x,y to build the raycast, from there you can get all units in a radius, you can then get the distance from the hitpoint to do the color based on a multiplier https://www.youtube.com/watch?v=K-MLpEmVgT8 On Tue, Mar 15, 2016 at 10:20 PM, Jacob Merrill <[email protected]> wrote: > I have used bvh accelerated raycast via Python to do fx in game in the > game engine, and I have also used kdtree, > > It's fairly simple, and a great idea, would it be in Python, or C etc? If > it is python I can help with that. > On Mar 15, 2016 10:16 PM, "Nathan Vollmer" <[email protected]> wrote: > >> Hi everyone! >> >> My name's Nate Vollmer, and I'm a student at Idaho State University >> interested in computer graphics. (One of my projects last semester: >> http://www2.cose.isu.edu/~bitinat2/RayTracer/) >> >> I've written a draft for Blender's GSoC realizing the BVH vertex/weight >> suggested idea, and was wondering if I could get some feedback/tips on my >> proposal. Vertex painting is a very important feature for character >> riggers, and I'd like to make it as convenient and efficient as possible. >> >> I appreciate all the help! >> -NateVB >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers >> > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
