|
![](/i/fill.gif) |
"Tim Nikias v2.0" <no_lights (@) digitaltwilight.de> wrote in
news:3f6abd4c@news.povray.org:
> Good work! Parsing times?
Thanks. Parsing times with only 10 balls are negligeable per frame, 0.1
sec. or something like that. I didn't record the total time, but it
wasn't much. But my collision detection is very simplified. Ball to
ball is simply: if (vlength(ball1 - ball2) < b1radius+b2radius). And for
the environment right now (the box) I'm simply putting up boundaries on
the axes. I'm not using trace() yet although my ball collision routine
simply requires a world point and collision surface normal vector, so
trace() should be easily implemented. That's my next step, after I fix
the texture rotation. Earlier I threw 50 balls in the box for 10 seconds
(physics time), at the beginning it's almost real time, half way it
starts to slow down, then at the end, when it's all collisions going on
it's real slow. It took the night to run.
> How many steps required to simulate this?
For this spefific one I used 2000 steps per second and there was, uh, 3?
seconds, I think. Note that there is 30 frames per second, but I encoded
the MPEG at 24 FPS, to slighly slo-mo it.
> I'm always interested in the complexity
> of things like this...
When I was at school (a long time ago) the physics of bouncing balls
really interested me. This little exercise has brought back that
interest, it's fun stuff.
Post a reply to this message
|
![](/i/fill.gif) |