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Re: Wind [Re: agreenknight] #29713
07/02/04 00:35
07/02/04 00:35
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
I don't know much about water. Marco is working on dynamic water(see Forecast). I don't know how it will work, but maybe you'll be able to apply the wind script to it. That would be cool if it worked right...probably be slow as all get out. You can apply it to the vertices of tree models, but I never successfully coded it. Almost at one point, but slow.

The original C++ version of the script along with the vertices crap is here:

http://edgarapoe.home.mindspring.com/quixotic/blustery_trees.htm

I added a lot of my own stuff to the ported version, but the model manipulation code is there along with an EXE of his version.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Wind [Re: fastlane69] #29714
07/02/04 02:00
07/02/04 02:00
Joined: Jun 2003
Posts: 161
Velorien Offline
Member
Velorien  Offline
Member

Joined: Jun 2003
Posts: 161
Hey Fastlane, longtime no read


Need help? Well go FAQ yourself!
Re: Wind [Re: Velorien] #29715
07/02/04 04:19
07/02/04 04:19
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline
Senior Expert
fastlane69  Offline
Senior Expert

Joined: Mar 2003
Posts: 5,377
USofA
Only cause you don't come around and visit anymore!

Re: Wind [Re: Orange Brat] #29716
07/02/04 04:50
07/02/04 04:50
Joined: Sep 2003
Posts: 3,236
San Diego, CA
M
Marco_Grubert Offline
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Marco_Grubert  Offline
Expert
M

Joined: Sep 2003
Posts: 3,236
San Diego, CA
Quote:

I don't know much about water. Marco is working on dynamic water(see Forecast). I don't know how it will work, but maybe you'll be able to apply the wind script to it.


Dynamic water only allows adding forces in the Z direction, i.e. moving vertices up and down (propagation of waves is then calculated based upon the initial displacement).

Re: Wind [Re: Marco_Grubert] #29717
07/02/04 23:46
07/02/04 23:46
Joined: Aug 2003
Posts: 828
agreenknight Offline OP
Developer
agreenknight  Offline OP
Developer

Joined: Aug 2003
Posts: 828
Yeah, I was aware of the water forcast. What were your problems with it?


Keep It Simple, Make It Fun
Re: Wind [Re: agreenknight] #29718
07/06/04 13:23
07/06/04 13:23
Joined: Aug 2003
Posts: 828
agreenknight Offline OP
Developer
agreenknight  Offline OP
Developer

Joined: Aug 2003
Posts: 828
I was wondering can this simulate a Tornado?


Keep It Simple, Make It Fun
Re: Wind [Re: agreenknight] #29719
07/06/04 14:22
07/06/04 14:22
Joined: Feb 2003
Posts: 2,826
Margaritaville (Redneck Rivier...
myrlyn68 Offline
Senior Expert
myrlyn68  Offline
Senior Expert

Joined: Feb 2003
Posts: 2,826
Margaritaville (Redneck Rivier...
Considering that you would be hard pressed to get a group of meterologists to agree on what actually is happening insode a tornado (other than it is spinning really fast)...no, it could not simulate a tornado.

If you just want wind...grab the formula for a helix and send particles spinning with a bit of noise applied. When they impact with an object - apply force in that general direction.

If you are looking to simulate the destructive nature of tornadoes...I would say look else where. Simulating real world damage is not something that you will be able to do under normal circumstances (by normal I mean using normal hardware and normal data sets which are commonly available).

The work which I was doing dealt with similiar problems, and using clusters of 10 of the fastest computers you can get your hands on, combined with structural data gleaned over months and months of field tests we could give you impact information that was mostly accurate...and that only took about 15 minutes for 1 minute worth of output data to be calculated (roughly .07 FPS...not something that is playable by any means).

Fake it. That is the key to simulations in real time.


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Re: Wind [Re: agreenknight] #29720
07/06/04 15:45
07/06/04 15:45
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
Quote:

I was wondering can this simulate a Tornado?




The script is more of a gust/calm simulation than anything else. You can have it blow in one direction or blow from north and then to the south. Lots of randomness built in.

The only way I can think of to "fake" a tornado would be to constantly change the direction. The relevent part would be this:

Code:
  
var d_direction_min[3] = -1,0,0; // currently set to W
var d_direction_max[3] = -1,0,0; // currently set to W
/* DIRECTIONS ARE INTO THE CARDINAL DIRECTION(i.e. north wind is blowing towards north)
0, 1, 0 north
0,-1, 0 south
-1, 0, 0 west
1, 0, 0 east */



The "Z" is never used, so you'd need to change the "X" and "Y" to correspond to the appropriate cardinal direction. Start out with the initial value and then when the time between changes expires, you change the X/Y to the appropriate value(0, 1, or -1). Both the _min and _max would need to be the same value since that insures the wind will always blow in that one direction. If they are different, it will blow from one extreme to the other, though maybe that would give it some chaotic personality.

The only problem is is that the wind isn't really like that in a tornado. It isn't cyclonic, it's blowing in a given direction. Maybe if you the rate of change was really fast it would be good enough for games.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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