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Guide to custom placing stuff on spline
#16
(11-23-2023, 10:57 PM)Lupos Wrote: I've read the code for DeformMesh and noticed you had ways to use versions of the API that were thread safe and thus could be ran in parallel.
If I could understand how you did this and what I could possibly do for my own implementation that'd be great.
What API are you referring to? Curvy's or Unity's. What members you want to use that were not thread safe?


(11-23-2023, 10:57 PM)Lupos Wrote: Getting the DistanceToTF and Interpolate working for jobs is a different matter I still need to work out.
They should be thread safe. Have you encountered any error?
Also, you might be able to avoid using DistanceToTF by working with TF values instead of distances. By subdividing your spline into sections with equal TF length instead of equal distance, you will have sections that mght not have the same length, but computation will be faster.

(11-23-2023, 10:57 PM)Lupos Wrote: As a quick follow up, if in the end caching specific rotations is the best option, how can I go about limiting the angles the spline can create? I noticed it in the curvy generator but haven't yet figured out where it does this.

Are you speaking about the Angle Threhold parameter of the Shape Extrusion module? If yes, then it does not limit the angle of a spline, it only limits the angle between successive points when rasterizing a spline.

(11-23-2023, 10:57 PM)Lupos Wrote: A) Would you suggest pre-caching all possible rotations offline and storing them as assets?
B) Pre-caching them at game start
C) Caching when generated on use using a mix of parallization + caching
I would go with A, until the size overhead is provenly problematic.
Please consider leaving a review for Curvy. This will help a lot keeping Curvy relevant in the eyes of the Asset Store algorithm.
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Messages In This Thread
RE: Guide to custom placing stuff on spline - by _Aka_ - 11-27-2023, 12:51 PM

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