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Re: Beam collision push
From: |
Han-Wen Nienhuys |
Subject: |
Re: Beam collision push |
Date: |
Thu, 24 Feb 2011 12:52:52 -0300 |
On Thu, Feb 24, 2011 at 10:11 AM, Mike Solomon <address@hidden> wrote:
> Hey all,
>
> Han Wen - I saw that you pushed your beam collision work to master branch.
>
> I truly feel that this is premature and I urge you to undo it. The reason I
> have not pushed my patch yet is because I think more people need to chime in.
> This type of collision avoidance is very important to my current work as a
> composer, and the version that you pushed will not be able to correctly
> account for several types of collisions, as you saw in the files that I sent
> out to the list (unless you have modified it in a way of which I'm not
> aware), not least of which are the type that Neil sent out to the list and
> that my patch currently deals with.
>
> Collision avoidance is a brute-force manipulation of the beam that is
> difficulty to justify in quanting, which should deal with a discrete range of
> limited possibilities. It forces one into a cycle where one has to guess the
> appropriate region size to catch large collisions and recompile to see if one
> was right. In doing so, the region size increase invariably increases the
> time of compilation. It also does not allow for fine tuning of beam
> collisions on a grob-by-grob basis, which you see in action in the response I
> sent out to Neil.
>
> Please, again, I urge you to undo this before people start building on it. I
> do not believe that it is a tractable long-term solution, and I feel that
> pushing this early kills any dialogue on a better way of going about this.
Let me cook something for the situations you need as well this
weekend. Can you make a .ly with a few realistic samples of what you
need?
--
Han-Wen Nienhuys - address@hidden - http://www.xs4all.nl/~hanwen