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Re: Is this a candidate for physics?
[Re: vrkaya]
#17782
10/02/03 13:35
10/02/03 13:35
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Joined: Feb 2003
Posts: 2,826 Margaritaville (Redneck Rivier...
myrlyn68
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 2,826
Margaritaville (Redneck Rivier...
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While it can be done, I don't think it is hardly the easiest way to do it. I don't think it would be possible with commercial though either. Simulating fluid dynamits is hard. It is even hard for software which is set up to calculate a short segment of time over a long period of time (determine what will happen when a landing craft hits the water at 50 mph...that 30 second or so time period takes well over a days worth of CPU time, and is still inaccurate). You should be able to "fake it" some and get satisfactory results using the method you are persuing right now. This post touches on some ways to use the physics engine with water though. http://www.conitecserver.com/ubbthreads/showflat.php?Cat=&Number=288647&page=1&view=collapsed&sb=5&o=&fpart=1
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Re: Is this a candidate for physics?
[Re: Marco_Grubert]
#17785
10/03/03 10:06
10/03/03 10:06
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Joined: Sep 2000
Posts: 300 Ohio, USA
vrkaya
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Joined: Sep 2000
Posts: 300
Ohio, USA
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Thanks for the ideas.
It's not a white-water river I'm trying to simulate, but something smoother, like the Ohio River. We regularly put boats on the river in my town and there are many things you must watch for when on moving water. There's laminar flow, eddies behind bridge columns and shore coves, dam boils, strainers, standing waves (just above rocks) etc. I would like to simulate the way a boat responds to river current. It is very interesting to operate under such conditions.
The direction of the current could change drastically - 180 degrees with eddies and boils, but I do like the method mentioned of using markers rather than textures. It even seems that there might be some use here for a State machine AI. There really wouldn't be much mesh deformation, as all movement would probably be accomplished with animated textures and u,v, animation.
Regards, Ron
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Re: Is this a candidate for physics?
[Re: Doug]
#17787
10/04/03 23:38
10/04/03 23:38
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Joined: Sep 2000
Posts: 300 Ohio, USA
vrkaya
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Posts: 300
Ohio, USA
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Thanks, Doug. You're exactly right that different parts of the river would have different texture animations. I also plan on offering the player a top-down view along with a 3D view to navigate the river. I didn't even think about just checking the first letter of the texture name to speed things up. fastlane, I forgot to reply about something you mentioned earlier. You mentioned how the changes might appear jerky as they change. I'll offer something I learned in another project where I had a character walking through rooms full of smoke. As they got closer to the fire the smoke would become denser, and less so as the walked away. I used the floor texture of each room to determine it's smoke density, and the room's smoke density affected a global smoke density. But, I just smoothly ramped between different values like this, and it was virtually unnoticeable: Code:
if(room_smoke_density > current_smoke_density) { current_smoke_density += .01; } if(room_smoke_density < current_smoke_density) { current_smoke_density -= .01; } I put this inside a while() loop. Thanks, Ron
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Re: Is this a candidate for physics?
[Re: vrkaya]
#17788
10/05/03 07:39
10/05/03 07:39
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Joined: Mar 2003
Posts: 5,377 USofA
fastlane69
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Posts: 5,377
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Ramping is nice. Essentially it's an outside interpolation routine controling the smoke. You can definitly smooth the motion out, but my original warning was just the genral idea that if you nodes are too small (whether node is a certain smoke density or a river segment) then you won't be able to interpolate and jerkiness ensues. All teh same, marcos ideas seems the best! It avoids having to make constant Trace_Texture calls. Much nicer!
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