POV-Ray : Newsgroups : povray.binaries.animations : Bouncing Balls - (MPG, 155 KB) : Bouncing Balls - (MPG, 155 KB) Server Time
19 Jul 2024 03:35:24 EDT (-0400)
  Bouncing Balls - (MPG, 155 KB)  
From: None
Date: 13 Sep 2003 18:58:59
Message: <Xns93F5C115B796ANone@204.213.191.226>
Was looking at Micheal B.'s first post and it reminded me of something I 
did more than ten years ago.  Unfortunatly I lost most of the stuff I did 
on my Amiga since I got rid of it.  I had written a very simple C program 
to animate balls using one of the very first versions of Povray (it 
executed Povray at every frame).  I had made an animation with a bunch of 
frames, then averaged them using an AREXX script in ADPro (Art Department 
Pro) and compiled it into a Amiga animation file using the pseudo-24 bit 
output of my DCTV adapter... ahh memories.

Well, no traces of the animation anywhere but I did find an old copy of 
the source code to my bouncing balls.  It was so simple I tried 
converting it into SDL.  It was pretty straight forward, just needed to 
save all the variables to a file between frames.  I rendered the 
animation and averaged the frames using Warp's TGA averager.

Well, here it is, for my nostalgia almost faithful to the original 
(except for the sky and the soft shadows).  Simple fast code, simple  
collision detection, it actually handles movement in 3D, but in this 
animation the balls are only moving in 2D.

The closest ball has a small inital X velocity and no initial spin.
The second ball has a greater inital X velocity and a little spin.
The furthest ball has an even greater inital X velocity and a lot of 
spin.
All balls are rubber with high friction surfaces as is the floor.
If your player can play slow-mo, try it!

I'll see what I can do with this old code and where I can take it.  It 
was fun going back in time.  I still don't think my PC is as much fun as 
my Amiga was back then, I don't know why that is.  I must be a jaded 
adult now.


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Attachments:
Download 'BB.MPG' (156 KB)

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