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Re: newton [Re: Andreas C] #113071
06/23/07 13:39
06/23/07 13:39
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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Joined: May 2002
Posts: 7,441
no, increasing the number of newton updates isn't the only way to prevent tunneling (fast/small bodies missing collisions). newton supports a continuous collision mode which can be enabled for bodies! you can read about it in the newton documentation.

currently the example doesn't use time slicing and it also isn't really necessary. it works correctly as it is. time slicing can be used if you would like to have the physics updates more balanced and more independent of the frame rate for some reason. there are examples of how to do time slicing correctly on the newton forum.



ent_getmesh() works for level geometry too with a7. just pass NULL instead of an entity pointer and loop through all level meshes. but this only works for ABT levels and not for old BSP levels.

another way which also would work with BSP levels is to export the level geometry as mdl from WED and load that model just for using it as collision geometry.

Re: newton [Re: ventilator] #113072
06/23/07 19:19
06/23/07 19:19
Joined: Sep 2001
Posts: 375
Hamburg, Germany / Springfield...
Andreas C Offline
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Andreas C  Offline
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Joined: Sep 2001
Posts: 375
Hamburg, Germany / Springfield...
Quote:


ent_getmesh() works for level geometry too with a7. just pass NULL instead of an entity pointer and loop through all level meshes. but this only works for ABT levels and not for old BSP levels.

another way which also would work with BSP levels is to export the level geometry as mdl from WED and load that model just for using it as collision geometry.




Thanks for the help ! Going the MDL route worked like a charm ... I'll try the ent_getmesh() later ... right now, I'm having too much fun

As far as I know, Newton does not support any fluid dynamics, correct ? Has anyone tried mixing Newton physics with fluid physics from A7 ?

Cheers,
Andreas


____________________________________________________
GameCore / Unity / UDK
Lightwave 9.6 / Blender / Fragmotion / ZBrush 3.5
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Re: newton [Re: Andreas C] #113073
06/23/07 19:34
06/23/07 19:34
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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newton supports buoyancy. you can define a water volume and entities will behave correctly if they fall into it (swim or sink) but there won't be any water effects like waves. you have to care for that yourself.

a7 "fluid dynamics" just jiggles the vertices of a plane a little to make it look like waves. it shouldn't be a problem to mix that with newton.

...
the newton author currently works on multi-core support and looks into nvidia cuda so i could imagine that future newton versions will support stuff like physics enabled particles, cloth, water effects,...

Re: newton [Re: ventilator] #113074
07/03/07 11:36
07/03/07 11:36
Joined: Oct 2006
Posts: 36
BigM Offline
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BigM  Offline
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Posts: 36
Hi again, ventilator!

I'm experiencing some problems using small entities:
I'm using the meter-to-quant conversions you set in your example. I'm simulating a sphere falling down on a surface (treecollision). According to the conversion, the sphere is about 3.7cm in diameter (~1.2 quants). I want the sizes to be as close as possible to the real world, so that the newton simulation is as realistic as possible.

The problem is that, falling from only 20cm high the sphere will pass through the surface. If I time slice it so that newton is updated at least ~45 times per second the sphere will stand on the surface, but fall through when it rolls across an edge of a treecollision polygon. In addition, spheres will not collide with each other nor with other physics entities, even with an absurdly high frequency of update (1024 Hz, which is the maximum my laptop will handle...).

However:

If I set METERTOQUANT and QUANTTOMETER both to 1 I will get the expected result (except for size related differences, such as the need to increase gravitational acceleration). On the other hand, If I maintain the 32 quant per meter ratio, but increase the size of the models, I will get the expected results (same size related differences as above). If I increase model size, but also increase QUANTTOMETER accordingly, the passthroughs will happen again.

Is this a known problem or do you believe it is a bug in my implementation? Maybe centimeter scale simulation is not accurate enough... In that case is it valid to use larger models/acceleration constants/forces... or will it result in unrealistic behaviour?

Thank you!

Re: newton [Re: BigM] #113075
07/03/07 11:59
07/03/07 11:59
Joined: May 2002
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ventilator Offline OP
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ventilator  Offline OP
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i don't think it's a problem with newton but you could ask at the newton forum if there is something special to know about small objects in the centimeter range.

you could also try to use the double precision dll instead of the single precision dll. it is included in the newton sdk.

can you post an example for experimenting?

btw. newton clamps updates to the 60..600hz range. if you update with less than 60hz then newton will do sub steps.

Re: newton [Re: ventilator] #113076
07/04/07 01:29
07/04/07 01:29
Joined: Oct 2006
Posts: 36
BigM Offline
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BigM  Offline
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Posts: 36
Hi!

Thanks for the reply.
I tried to use the double precision DLL but it crashed on loading... Are you able to use it? I am using your implementation, with minor changes to newton.c

But,
I checked if the newton.dll you included with the sample was the same as the SDK 1.53 and they differ. Did you use an older one? Anyway, using the new dll solved the problem! (Any clues on why the double precision dll failed?)

Another issue: I'm having a little bit of a problem trying to detect collision between a rotating object (a bat) and a relatively static one (a ball). I am using NewtonBodySetContinuousCollisionMode, as you pointed out earlier (dumb me for not RTFM). However, this function only works with translations, right? So I guess this time I will really have to push the time slices up a notch...

Thank you very much!

Re: newton [Re: BigM] #113077
07/04/07 02:15
07/04/07 02:15
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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Posts: 7,441
i don't know why the double precision dll failed. i guess it has something to do with lite-c since it works with c++. i didn't try it with lite-c yet.

so your problems with small objects are solved now? great! it is very possible that my zip accidentally contains an older (beta?) dll. ...chaos on my hard drive...

Quote:

However, this function only works with translations, right?


i am not sure. you would have to ask on the newton forum.

Re: newton [Re: ventilator] #113078
07/09/07 07:41
07/09/07 07:41
Joined: Oct 2006
Posts: 873
S
Shadow969 Offline
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Shadow969  Offline
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Posts: 873
ventilator, your script is awesome! Sorry for a silly question, but does it already have support for hinges and joints? If yes, can you please make a small example? i want to move my ragdoll from wdl to lite-c. Thanks for your contribution again!

Re: newton [Re: Shadow969] #113079
07/09/07 08:11
07/09/07 08:11
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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Posts: 7,441
of course you can add hinges and other joints. there just aren't any examples yet but i will add some once i find time. you could have a look at the official newton tutorials in the meantime.

newton has a special ragdoll joint but i think ragdolls are one of the more complicated things to do.

Re: newton [Re: ventilator] #113080
08/08/07 11:51
08/08/07 11:51
Joined: Oct 2006
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Shadow969 Offline
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Shadow969  Offline
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Joined: Oct 2006
Posts: 873
cool, i've managed to understand all this coordinate conversion stuff, and succeeded in making joints i'm going to post a simple demo later

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