Life notes #2

My girlfriend broke her foot a few days after moving back to Zürich, just when we didn’t have a Krankenkasse. Thank you Murphy.

My Xbox died halfway through Wet. I suppose that game was too hot, since I got 2 red lights in the Red Ring Of Death. Overheating. I guess that is a noble death for a console. At least its life was useful. Maybe it will cool down enough to start again, after a while. In the meantime I used this as an excuse to buy one of the new slim PS3’s. Finished Uncharted 2, went halfway through MGS4, just started Ninja Gaiden Sigma. Now you know why there’s no time for updating that blog :)

Worked on a serialization framework for the PhysX SDK, something similar to this.

Started investigating “CSG debris” in my spare time. So you carve bullet holes in meshes via a CSG operation, generating debris pieces at the same time. Debris are then rigid bodies, etc. Currently playing with t-junction removals, retriangulations, all that fun stuff. The even funnier stuff will be to update all the PhysX mesh data structures after a CSG operation. Stan Melax has a brilliant demo with runtime CSG a while back, I guess that’s the inspiration for this small side project. I hope I’ll be able to include that in Konoko Payne if it all works as planned.

…and there’s probably a million things more to post, but I don’t have time…

One Response to “Life notes #2”



  1. Sander van Rossen Says:

    If you have a half-edge representation of your mesh then you wouldn’t need to fix t-junctions, because when you split a half-edge you automatically have a vertex on both polygons on both sides of the edge… just my 2cts

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