POV-Ray : Newsgroups : povray.binaries.animations : Substraction : Re: Substraction Server Time
19 Jul 2024 07:30:58 EDT (-0400)
  Re: Substraction  
From:
Date: 2 May 2003 12:44:42
Message: <3eb2a07a$1@news.povray.org>
For initial values I had

mass = 11000000
G = 200
dt = 0.0003 sec

The mass is high, then it affect the rest of the calculations.


"JWV" <jwv|at|planet.nl> wrote in message news:3eb218f6$1@news.povray.org...
> > When you're talking about Time Step, are You talking of Time STeps in
> > SimPOV?
> No, i have never used Simpov, and know nothing about it.
>  When i'm talking about timesteps i mean this:
>
> //---------------
> #declare A=F/m;
> #declare dV=A*dT;
> #declare V=V+dV;
> #declare X=X+V*dT;
> //--------------- BTW( is this Euler? i think so, but could be wrong)
>
> dT is the timestep here, the smaller your timesteps, the more acurate the
> results. But when you use small timesteps (0.0001 sec.) it will take a
fast
> processor to calculate the motion in real time since 1/dT timesteps are
> needed per second (10000 in this case).
>
>
> JWV
>

> news:3eb191aa$1@news.povray.org...
> > I  used a old book of mechanic from the college and the Newton's laws. I
> was
> > looking on the site of Christoph Hormann for the classification of the
> > algorithms. As I'm not engineer, I didn't distinction between Euler or
> HEUN
> > methods. but I think that it is Euler method.
> >
> > When you're talking about Time Step, are You talking of Time STeps in
> > SimPOV? I didn't
> > used Christoph's SimPov, just because I didn't saw his site. This is
well
> > done.
> >
> > In my case, time step was relativ to others values.
> >
> > I guess those consideration are really interreting. I'm planning making
> some
> > courses in mechanical engineering. Quite different from architecture.
> >
> >
> >
> > "JWV" <jwv|at|planet.nl> wrote in message
> news:3eb15f27$1@news.povray.org...
> > > Those
> > > > simulations are done in real time. For this anim, it tooks nearly 5s
> by
> > > > frames. But the simulation of gravity is done in real time. I obtain
> > > nearly
> > > > 30f/s.
> > >
> > > thats impressive i think. (are you using Euler, and if so, how big are
> you
> > > time steps?)
> > > JWV
> > >

> > > news:3eb15151$1@news.povray.org...
> > > > This is because I'm working on a real time system and I coded
changes
> > > > between colors on each frames to see clearly the refresh rate. Those
> > > > simulations are done in real time. For this anim, it tooks nearly 5s
> by
> > > > frames. But the simulation of gravity is done in real time. I obtain
> > > nearly
> > > > 30f/s.
> > > >
> > > > We could think about a bullet passing through a skull, but I prefer
> > > thinknig
> > > > of a worm eating an apple. Or a worm eating the space inside a
volume
> to
> > > > form an architectural space.
> > > >
> > > >
> > > >
> > > > "JWV" <jwv|at|planet.nl> wrote in message
> > > news:3eb0d2bb$1@news.povray.org...
> > > > > looks usefull, especialy to animate bullets going trough
something.
> > But
> > > > why
> > > > > is the image so "flickering"?
> > > > >

> > > > > news:3eb0a47e@news.povray.org...
> > > > > >
> > > > > > --------------( oo )--------------
> > > > > > This is a volumetric substraction.
> > > > > > --------------( oo )--------------

> > > > > >
> > > > > >
> > > > > >
> > > > >
> > > > >
> > > >
> > > >
> > >
> > >
> >
> >
> >
>
>


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