POV-Ray : Newsgroups : povray.binaries.animations : PartixGen - Inertia (MPG 278kb) : Re: PartixGen - Inertia (MPG 278kb) Server Time
19 Jul 2024 19:23:07 EDT (-0400)
  Re: PartixGen - Inertia (MPG 278kb)  
From: Tim Nikias
Date: 29 Oct 2002 11:23:42
Message: <3dbeb60e@news.povray.org>
Haha! Its interesting how I replied a post and covered
the technique you used, and you replied a post and covered
the technique I used... Thats amusing! :-)

And yes, the technique is similiar to Chris' Spray,
but when implementing this with a box (instead of just
one plane), it gets quiet difficult. Just a few days ago
I had to fix a bug where particles still dropped through
a wall: It hit one hall, and the new impact-position from
which the next path is generated was so close to the
wall, that it fell through the time-calculation of impacts...
(If any of that makes sense... Would be nice to think
it makes some sense! ;-)

--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde

>
> By using several functions with different coefficients, where a particle
> follow a new appropriate one every time it bounces. It is easy to check
> if the x, y or z value of the position of a particle is below or above
> certain values, so it is possible to simulate what appears to be
> interaction with a non-rotated box. It would be possible with other
> shapes too, but it would be way too advanced and inefficient.
>
> I can't tell about it in details of course, but the technique is not a
> new one, since the same basic technique is used in Chris Colefax' Liquid
> Spray Include File from 1998, though that one only supports a single
> ground plane instead of a box.
> ( http://www.geocities.com/SiliconValley/Lakes/1434/spray.html )
>
> Rune


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.