POV-Ray : Newsgroups : povray.binaries.animations : Substraction : Re: Substraction Server Time
19 Jul 2024 07:18:55 EDT (-0400)
  Re: Substraction  
From: JWV
Date: 2 May 2003 03:06:30
Message: <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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