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================================================================ ============ Chat board for general glider discussion etc. ============= ================================================================

Let’s get this channel started! 🙂
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Note: This project utilizes the NuGet package Newtonsoft.(https://www.newtonsoft.com/json) also known as Json.NET
This tool takes XML generated by Reflect, converts that XML to JSON, and converts that JSON into a Tree Structure. The tree structure can be modified. After modification, the Tree Structure can be converted back into JSON, and this JSON is then passed on to a Rest API Documentation Website.
NOTE: Currently, the tool is not connected to the pipeline and does not interface with Reflect or Rest API. It also does not convert the Tree Structure back into JSON.
The tool currently runs in a windows form, and the XML is taken in as a text input. This will ideally be automated via interface. The text input does allow for corrections in the XML and JSON, although this would ideally be handled only in the Tree Structure. The conversions are handled via buttons. There is an option to convert XML to JSON, JSON, to Tree, and XML to Tree that handled both previous conversions at once.
The Tree Structure can be modified through four interactions: adding a node, deleting a node, changing the text in a node, or moving a node. The New Node button creates a new node at the root level, so the new node will not have a parent. The Del Node button deletes a highlighted node. Nodes can be highlighted by being clicked on. Deleting a node will also delete all of the child nodes. Renaming a node is done by double-clicking on a node. Moving a node is done through dragging a selected node and placing it on top of that node. The selected node will become a child of the node it is placed on top of, and it is always placed as the last child in that level.



@horstevans Nice stuff man! 🙂
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The purpose of the Procedural Iterative Mesh Processing Tool, better known as P. I. M. P., is to help facilitate the need for procedural collision mapping based on the comparative mesh. This tool will help by generating “mesh like” collisions but with significantly less polygons than Unity’s Mesh Collider and more accurate shapes than primitive collision types (i.e. cubes, cylinders, spheres, and etc.). Examples of similar tools can be found below:


These example images provided above are from Unreal Engine 4 and a demonstration on how the engine tries to map mesh collisions using reduced polygons procedurally. The engine provides an array of options to try to map the mesh to a more accurate representation of colliders, each index in this array of options provides a better and more closely mapped collision to the mesh, but at the expense of more polygons. However each option that is provided is more performant than just using all the polygons on the mesh, or mesh collider.
By abstracting away the tedious process of mapping colliders onto complex meshes, or really any mesh for that matter upon unity imports, we are able reduce time spent on such processes for any 3D Artist who would otherwise be tasked with it. Additional, the benefit in making such a tool is the added level of granularity we may achieve in regards to optimization. Things like spatial partitioning of the polygons and the need to reduce calculations on a per polygon basis, like for instance the heavy processing for mesh colliders, can all be additively handled within our application.
P. I. M. P. will help benefit Engineers and 3D Artists by easing the process of mapping colliders and to see significant boosts in frame rates and the general process of creating a complex meshes to using them in Unity. The hope as well is to help build an easier pipeline for 3D Models and generate many other tools or systems to help facilitate more complex collisions and what can expand on top of Unity’s collision engine.
Great stuff! Looking forward to getting started on it.
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Below you will find a list of resources on the topic of Reflection in c#. As we compile more documentation on the topic we will add to the list and possibly abstract it out of a blog post, but for now we will work off of this post.

Below you will find a pretty good starting point for researching assembly related loading in c#. There are many more links to come, but until we can converge on what we (the tools team) decide are the de facto list we should use this as a starting point.
Juan Farias 11:04 pm on September 4, 2019 Permalink |
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Juan Farias 11:05 pm on September 4, 2019 Permalink |
🙂
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Juan Farias 3:29 pm on September 5, 2019 Permalink |
Juan Farias 3:33 pm on September 5, 2019 Permalink |
Test: Review Needed on Branch A – Changeset 12
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Juan Farias 3:35 pm on September 5, 2019 Permalink |
yayyyy
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Juan Farias 3:36 pm on September 5, 2019 Permalink |
Test 2: Review Needed on Branch A – Changeset 12
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Juan Farias 3:42 pm on September 5, 2019 Permalink |
asdfasdfasdf
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