is to know the difference between interface and implementation.
It includes, but not limited to spec.
Wednesday, December 21, 2011
Then only thing I expect to every programmer
Tuesday, November 29, 2011
So what am I doing now?
Reading: Read a couple of papers, both reducing fluid sim calculation cost
Work: Working at Havok
Private: Will buy a motor bike
Event: Went to Exotic Matter's NUGGET Japan 2011 and met Mr. Marcus Nordenstam
Saturday, August 6, 2011
Two-Scale Particle Simulation
Two-Scale Particle Simulation
It's a straightforward, practical idea to reduce simulation time. First simulate fluid with roughly, and simulate again only within some regions (in the paper, water surface and camera frustum is taken as examples) that needs accracy which boudary conditions given by the rough simulation. Good for multi-threading.
Monday, July 25, 2011
Maya API charts
These are a couple of charts that tells what methods you can use to get an object you need. I wrote them when I was writing a Maya programming book (which ended up not being published), when Maya version was 5 so they're old and the interface and behavior written there may be changed but most of them are still valid.
The first chart shows the relationship between MDagPath, MObject, MFn*, etc. The second one focuses on plugs and attributes. The term "attribute" and "plug" are distinguished strictly in the API. You can say a node *type* has attributes, not a node, so
correct: a mesh has an attribute translateX.
wrong: pCone1 has an attribute translateX.
It indicates you need two informations to get a plug for "pCone1.translateX". First, the node is "pCone1", and second, the attribute is "translateX". You'll see it on the second chart.
Disclaimer: I do not guarantee the accuracy of the information. Refer to it at your own risk.



