This repository holds the sources of the EVERTims raytracing client and the libevert (C library on which evertims relies for raytracing routines)
Run the build scripts in the ./build directory
Beam tracing software
License: Other
Hello,
I am not very experienced with compiling programs, but I'd really like to try out this software.
When I try to run the linux build script it calls for the bsd/stdlib.h file. It refuses to continue (obviously) Why is this file required? Is my C++ installation misconfigured somehow? I'm not sure.
I know this may not be a specific issue with your program, but I'm out of ideas.
In this blender file, the geometry is a room connected to a long hallway.
complex_room.blend.zip
The sound engine works fine when the source is in the line of sight of the listener. Like the two images below, these two configuration would give me a reasonable sound output.
However, when I move the source further, the sound suddenly stopped. Same thing happens if I move the source to the right hallway.
Hi, I'm building the client in OSX 10.13 and I'm getting this error:
Building libevert... xcode-select: error: tool 'xcodebuild' requires Xcode, but active developer directory '/Library/Developer/CommandLineTools' is a command line tools instance Building EVERTims... xcode-select: error: tool 'xcodebuild' requires Xcode, but active developer directory '/Library/Developer/CommandLineTools' is a command line tools instance
Any help is appreciated.
Hope u'r doing well
I read the two referenced papers on EVERTims homepage. It seems currently diffraction is not supported. I was wondering if there is any plan on diffraction handling?
Thank you!
I use Lubuntu 17.10
Hi, when I try to do the auralization in a scene like this, the raytracer keeps crashing. The only new element in this scene is the center blocker. I tried to increase the reflection order, it seems to help a little bit, but overall the IMS module still crashes when I move the source around the blocker.
Usually the plugin can be fixed by simply stopping and starting the raytracing module and the on-the-fly aurualization. Do you guys know what might cause this problem? Any possible loophole in the raytracer in the case of multiple bounces? Thank you!
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