May 28, 2003
Phase one (picking in a box world) to test the octtree begins... slowly
Tasks
1) Octtree
2) General Object
3) Render window
4) Profiler

May 29, 2003
Work continues

June 9, 2003
Been a while but I have been busy lately.
Today I made the octtree and seemed to get it to create in any unbalances orientation
Next todo is to link the neighbours which should be easy because I have code to do that.

June 16, 2003
Wasn't able to work on it during the week but here is what I did today
1) Octree added join neighbours
2) Fixed that always drawing bug that took up all the cpu cycles.  Instead always
   call invalidate and never the renderer directly, I guess unless the background window
   is disabled
3) Sort of added the box to the octtree and got it to render.  I have pictures

June 17, 2003
1) Worked on Picking
Results
	When planes are not pregenerates the worst case in release mode is 0.0001 with 8X8X8
	Precomputing planes increasing speed by around 550 to 330
	May need to further optimize it, will have to see how big of a deal it is compared with doing
	the object collision detection
2) Got specular lighting to work

Picture: Showing the path of the ray being drawn in terms of octents

Phase 1 is slowly moving, next big thing is the picking.

June 18,2003
Spead up the picking routine by taking advantage of the fact that only 3 out of the 6 cube faces
can be intersected by a ray, while taking account to the fact that some faces are going to occur
more often then the other ones.

July 14, 2003
back from a one month haitus due to robocup2003 in Padua, Italy
added triangle ray intersection.


July 15, 2003
Started on lightmaps by figuring out how to create textures and fill them
How to make light maps
1) Make a method for each side of the box to link to a light map somehow
2) Have a function which gets the 4 vertices of each box face and creates a light map
3) Create a light class which does the lighting.

July 16, 2003
Continued on lightmaps however the problem now is texture coordinates
1) I also need a clean up of code sometime soon.

Got lightmaps to work (I think) without any ray tracing to check for shadows though
will have to do next.  Note I still don't know how to do lightmaps for complex objects (e.g imports)
just for cubes

Picture: of the lightmaps with the globe texture

July 17, 2003
Got the ray tracing to work so the lightmaps cast shadows off of objects.
However it is really slow, I think if I improved the order of looping it would be slightly better
but the ray tracing is fast (20000 per second) so I am suprised it is that slow

1) I hacked the backface culling on collision detection, could use some improvement

Picture: of the lightmaps with shadows

August 16, boy it has been a while
Finally I decided on how to start on the physics so I put in some support and some hacks
to start it off

August 30
well I missed a few entries,
I continued working on the physics and have at least some of it
I also massivly improved the profiler

September 9
Started on the dynamic collision detection manager
going for real physics now

September 13
improved all aspects of the dynamic collision detection scheme, using vertex-polygon only
it seems to work ok



Things to do
1) Make the octtree object a hash list not a link list
2) Improve octtree construction, (Use int table?)
3) VTManager mabey should get a hash table for the texture list
4) Octtree add objects doesn't increment object count
5) The ray picking and AABB and other stuff might not use the most efficient
    collision detection.  It might be worth changing it at some point of time
6) Something might be wrong with the octtree destructer as the # of partitions go up
7) Might need to speed up the ray through the octree code might turn out to be too slow but who knows.


July 18 2007
Some minor changes to get it working again