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If you want to do some bigger things like this you'll have to port your
scripts from SDL to something faster like C/C++ or something else.
--
Apache
POV-Ray Cloth experiments: http://geitenkaas.dns2go.com/experiments/
Email: apa### [at] yahoocom
ICQ: 146690431
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I really like this. Again, it would be interesting if you replaced this with
a mesh so we could see the box shape more clearly. I really like #10. That's
what I expected to happen to #9. :)
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Tony[B] wrote:
> I really like this. Again, it would be interesting
> if you replaced this with a mesh so we could see
> the box shape more clearly.
Or in the case of a 4x4x4 grid: 6 bicubic patches. Should look fun... :D
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated May 20)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Ring: http://webring.povray.co.uk
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Rune wrote:
>
> This is all very impressive,
Thanks.
> but I'd rather see a regular box dropped,
> or a dice or similar, which doesn't deform. Oh, and something which
> isn't cubic would be interesting too! :)
More complicated shapes are just a matter of creating their starting
geometry, no deformation at all is impossible with this approach, few
deformation usually requires accurate computation but I will try something
like that.
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 02 Jun. 2002 _____./\/^>_*_<^\/\.______
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Apache wrote:
>
> If you want to do some bigger things like this you'll have to port your
> scripts from SDL to something faster like C/C++ or something else.
I know, but i would lose the possibility to rely on POV-Ray for generating
the enviroment collisions when having a separate program. I probably will
wait until i get the source of POV-Ray 3.5 and make a patch...
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 02 Jun. 2002 _____./\/^>_*_<^\/\.______
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"Tony[B]" wrote:
>
> I really like this.
Thank you.
> Again, it would be interesting if you replaced this with
> a mesh so we could see the box shape more clearly.
I'm working on that, it will also be helpful for collision calculations to
have the outline mesh.
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 02 Jun. 2002 _____./\/^>_*_<^\/\.______
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#10 won't look so good with a mesh. If you look closely you'll see that the
most contorted part of the cube becomes inverted (inside-out).
--
Apache
POV-Ray Cloth experiments: http://geitenkaas.dns2go.com/experiments/
Email: apa### [at] yahoocom
ICQ: 146690431
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Christoph Hormann <chr### [at] gmxde> wrote in
news:3CF### [at] gmxde:
>
> I tried some larger grids of masses with my simulation system. It of
> course takes much longer, several hours on an Athlon 1 GHz.
Hmm, my 5x5x5 piece renders significantly faster. But it does look good.
I believe the cause of this might be the way your system handles
connections, but I can't be sure until I see the source. :)
--
Cheers,
Gergely
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> #10 won't look so good with a mesh. If you look closely you'll see
> that the most contorted part of the cube becomes inverted (inside-
> out).
Hm. You're right. But if we knew where the outline/border of the box is, it
could be used for self collision detection.
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Gergely Vandor wrote:
>
> [...]
>
> Hmm, my 5x5x5 piece renders significantly faster. But it does look good.
Thanks.
> I believe the cause of this might be the way your system handles
> connections, but I can't be sure until I see the source. :)
The main influence factor is the number of integration steps. I used 30
per frame with a Heun integration method (i.e. 2 evaluations per step).
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 02 Jun. 2002 _____./\/^>_*_<^\/\.______
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