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Jenga! #63342
02/06/06 18:01
02/06/06 18:01

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Anonymous OP
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Hi!

I'm trying to now for a while to create a Jenga-simulation.
The task seemed simple (with the prof. version):

create a bar-model with size factor 1x3, insert this model in a level (with a ground).
Then make a simple phent (physical entity) out of it (action) and duplicate it 30 times.
Build a tower with 3 bars each level (shifting against each other)

...

But what happens?
The tower gets his own dynamic and explodes!

How can i build a tower of physical entities, that woun't explode?

mercuryus

Re: Jenga! [Re: ] #63343
02/06/06 18:11
02/06/06 18:11
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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Joined: May 2002
Posts: 7,441
Quote:

How can i build a tower of physical entities, that woun't explode?


with a different physics engine!

a6's physics engine doesn't handle stacking very well. trying to do jenga with it would be a waste of time.

Re: Jenga! [Re: ventilator] #63344
02/06/06 18:17
02/06/06 18:17

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@ventilator:


thanx!
What's with the Newton plugin? Is it possible with it?

mercuryus

Re: Jenga! [Re: ] #63345
02/06/06 20:48
02/06/06 20:48
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Posts: 7,441
ventilator Offline
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ventilator  Offline
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there was a nice jenga game done with newton but i can't find it anymore.

newton handles stacks fine but with more than 50 entities (depends on your computer of course) in contact with each other it can get slow (the a6 physics engine already can get slow with 10 entities in a stack though).

here are some examples to play around with:
http://newtondynamics.com/forum/viewtopic.php?t=2193&start=0
http://newtondynamics.com/forum/viewtopic.php?t=2175

the current 3dgs newton plugin is a bit outdated. i still plan to complete and release an up to date version but i am not sure when it will happen.

Re: Jenga! [Re: ventilator] #63346
02/06/06 22:22
02/06/06 22:22

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Thanx again!

I will also try newton for my physic game-studies.

mercuryus

Re: Jenga! [Re: ventilator] #63347
02/06/06 23:43
02/06/06 23:43
Joined: Jun 2001
Posts: 385
Eastern Washington State
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Zio Offline
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Posts: 385
Eastern Washington State
Quote:

the current 3dgs newton plugin is a bit outdated. i still plan to complete and release an up to date version but i am not sure when it will happen




I'd just like to pop in and encourage you on that, it would be awesome! I was very sad to see 3DGS drift appart from Newton when it has to be the greatest plugin ever made.

Re: Jenga! [Re: Zio] #63348
07/07/07 12:42
07/07/07 12:42

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Da hat mir doch Atari meine Idee geklaut!

-> Bereicht

*Atari??? - Sind das nicht die, die so eng mit 3DGS zusammen arbeiten???...*

mercuryus

Re: Jenga! [Re: ] #63349
07/07/07 13:11
07/07/07 13:11
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

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rvL_eXile  Offline

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Joined: Apr 2005
Posts: 3,076
Germany, NRW
Is doch egal wenn die "deine" Idee geklaut haben, dann schau dir einfach alles von denen genau an und machs besser Sry 4 Offtopic musste das nur ma los werden

cYa Sebastian


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: Jenga! [Re: ] #63350
07/07/07 13:57
07/07/07 13:57
Joined: Apr 2005
Posts: 4,506
Germany
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fogman Offline
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Germany
Eben.

Es geht sehr wohl mit der 3dgs Physik, wenn es keiner glaubt kann ich ja mal eine Wand aus gestapelten Kisten posten.
Das Zauberwort heisst "ph_setautodisable".
Wenn Du die Werte anpasst, klappt es auch mit dem stapeln.

Das da kommt in die Main, nach level_load:

ph_setgravity(vector(0,0,-386));
ph_setautodisable(0.1, 0.1, 2, 0.01);


Das ist die Action für die Würfel:

action physik
{
wait(1);
c_updatehull(my, 1);
phent_settype(my, PH_RIGID, PH_BOX);
phent_setmass(my, 0.1, PH_BOX);
phent_setfriction(my, 10);
phent_setelasticity(my, 5,1);
}

Last edited by fogman; 07/07/07 15:22.

no science involved
Re: Jenga! [Re: fogman] #63351
07/07/07 14:14
07/07/07 14:14
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Posts: 7,441
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Posts: 7,441
eine wand aus kisten die sich nicht bewegen kann ich auch ohne physikengine erreichen.

mit autodisable + ODE gibt es aber bei jenga probleme wie:

- alle drei steine einer ebene werden herausgezogen und der turm schwebt
- beim herausziehen verkeilt sich was, der ganze turm erwacht und wird dann explodieren, die frame rate auf eine einstellige zahl bringen oder einen stack overflow verursachen

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