POV-Ray : Newsgroups : povray.off-topic : Urk.. This is why I hate complex math... : Re: Urk.. This is why I hate complex math... Server Time
29 Jul 2024 06:18:57 EDT (-0400)
  Re: Urk.. This is why I hate complex math...  
From: scott
Date: 6 Sep 2012 06:10:17
Message: <50487689$1@news.povray.org>
>> In that case why not just model it as a point mass at B connected by a
>> suitably stiff spring to point A? Keep track of the position and
>> velocity of B and you can use normal numerical integration to update B
>> (there will be a gravity force and a spring force towards A). In your
>> graphics you can use the angle between the vertical and the line A-->B
>> to draw your train.
>>
>> It may not be 100% physically accurate but much simpler than trying to
>> work through all the maths related to dynamics in a rotating reference
>> frame...
> Uh, yeah, so how do you do that? lol Seriously, the closest I have come
> to differentials is a book promising to take you from basic math up to
> basic calculus, and I got lost like 3/4 of the way through it. :p But,
> yeah, it sounds good...

This is a good guide, there's some other good articles on his site too.

http://gafferongames.com/game-physics/integration-basics/

I don't know how much you've done already on this kind of stuff, but 
even after 4-5 years of learning calculus the rotating reference stuff 
was scary hard. From what I remember, mainly because your unit vectors 
are no longer constant, so no longer disappear when you differentiate 
them...

This is the demo we had in one of our lectures:

http://www.youtube.com/watch?v=kc88SrMG5fA

Fun to watch, but try to prove the physics :-)


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