Without (left) and with (right) obstacle avoidance using a rotation operator
Prototype an obstacle Detection and Avoidance algorithm using ray-voxel intersection for boids in the OpenGL-based library OpenFrameworks in C++, to imform the future implementation of a more robust solution in Unity using compute shaders.
- To run this project, first Download OpenFrameworks source code.
- Then, move inside the
myApps
folder inside the OpenFrameworks folder. You need this to have access to the OpenFrameworks header files.
cd openframeworks_version_####/apps/myApps/
- Only inside you can now clone the repo:
git clone https://github.com/DavidGiraldoCode/t-spatial_partitioning.git
- Open the XCode project
- Develop efficient spatial data structures for collision avoidance.
- Implement ray-voxel intersection test for obstacle detection
- Session Notes: Detailed breakdowns of what is implemented, code explanations, and self-quizzes to reinforce understanding.
- Technical Challenges: List of problems encountered and solutions; documented repeated issues, solutions, knowledge gaps, and relevant resources.
- Review and Reflection: Summaries, progress reflections, future work, and lingering questions.
- DevLogs and GIFs: GIF of the progress (soon to be migrated to session Notes).

