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Nekar Xenos wrote:
> Nice.
> IIRC Elastolab only does 2d physics. Is that correct? If it does 3d physics, I
> have another Q: is it free and where can I get it?
>
> -Nekar
It's 2D physics because it's aimed at a different market. It's intended to be a
kids application (age 9 and up) to let them play in a world with simulated
physics. 2D is much easier to deal with in that environment.
If there's enough interest and the market is large enough, I may consider a 3D
version. So far, sales are slow because I'm not promoting it much yet. After I
get more sales, I'll decide on a strategic direction for future versions based on
interest from the user base.
You can get it from www.simberon.com.
David Buck
Simberon Inc.
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Nice. It reminds me of an old game by Sierra (wasn't it The Incredible
Machine or something like that?...)
--
Jonathan.
"Andrew Cocker" <big### [at] mariner9fsnetcouk> ha scritto nel messaggio
news:3bf2704d@news.povray.org...
> Hi,
>
> Here's my first test of using Elastolab to output POV spline data. It was
> quite a job to construct the environment from polygons and spline data,
but
> worth the effort I feel.
>
> Any comments welcome.
>
> All the best,
>
> Andy Cocker
>
>
>
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Amazing. I have been unable to "do the physics of" a ball that is BOTH able to
bounce AND does not fall through the floor when it comes to rest. I probably
end up with a particle whose surface is say 1E-7 from the floor but is
plummeting toward the ground at 1E-5, or something like that.
Andrew Cocker wrote:
> Hi,
>
> Here's my first test of using Elastolab to output POV spline data. It was
> quite a job to construct the environment from polygons and spline data, but
> worth the effort I feel.
>
> Any comments welcome.
>
> All the best,
>
> Andy Cocker
>
> Name: Elastolab_Test1.mpg
> Elastolab_Test1.mpg Type: Wmplayer File (video/mpg)
> Encoding: x-uuencode
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"Greg M. Johnson" wrote:
> Amazing. I have been unable to "do the physics of" a ball that is BOTH able to
> bounce AND does not fall through the floor when it comes to rest. I probably
> end up with a particle whose surface is say 1E-7 from the floor but is
> plummeting toward the ground at 1E-5, or something like that.
The secret is to detect resting contact and switch modes to Dynamic Constraints.
Dynamic constraints calculate the forces required to nullify the normal
acceleration of a particle in order to avoid breaking constraints like falling
through the floor. Once resting contact has been determined, the system calculates
the acceleration of the particle then calculates the force necessary to prevent the
particle from falling through the floor. It applies the force, then calculates the
physics.
For all the gory details, check out:
http://www-2.cs.cmu.edu/afs/cs/user/baraff/www/pbm/pbm.html
David Buck
Simberon Inc
www.simberon.com
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