POV-Ray : Newsgroups : povray.binaries.animations : Solar (Particle) System WIP (DivX) Server Time
2 Nov 2024 11:24:48 EDT (-0400)
  Solar (Particle) System WIP (DivX) (Message 1 to 3 of 3)  
From: Dave Brickell
Subject: Solar (Particle) System WIP (DivX)
Date: 15 Mar 2002 05:34:58
Message: <3c91ce52@news.povray.org>
Things are coming along and I am having great fun.

Any comments, suggestios or critisism welcome.

Thanks

Dave


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Download 'particle.avi.dat' (63 KB)

From: Tim Nikias
Subject: Re: Solar (Particle) System WIP (DivX)
Date: 16 Mar 2002 06:19:06
Message: <3C932A48.75318300@gmx.de>
> Things are coming along and I am having great fun.
>

I guess that's the same for all particle-system-writes.
IMHO it proves that you're really into it...

>
> Any comments, suggestios or critisism welcome.
>

Ah well, it looks really interesting. I think you should
dampen the speed the particles pick up when colliding
a bit. In the end, the green "earth" sphere just paces out
of view, and I'd think that speed+mass calculations
would fit here. Gimme a sec...

Here's a formular for that:

v=(m1*v1+m2*v3) / (m1+m2)

Where v is the speed for the "earth", m1 and v1 mass and velocity
of first particle, and m2 and v2 smass and velocity of second
particle.
When using the velocities as 3D-Forces, and the mass as floats,
you should come up with a pretty physical reaction to collisions
for your sort of n-body-system.

Ask if something is unclear, and keep up the good work.


> Thanks

You're welcome!

--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html


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From: Dave Brickell
Subject: Re: Solar (Particle) System WIP (DivX)
Date: 16 Mar 2002 07:59:46
Message: <3c9341c2$1@news.povray.org>
> Ah well, it looks really interesting. I think you should
> dampen the speed the particles pick up when colliding
> a bit. In the end, the green "earth" sphere just paces out
> of view, and I'd think that speed+mass calculations
> would fit here. Gimme a sec...
>
> Here's a formular for that:
>
> v=(m1*v1+m2*v3) / (m1+m2)

Yeah I worked that out last night  #declare xvec[particle] =
((xvec[particle]*mass[particle])+(xvec[check_particle]*mass[check_particle])
)/(mass[particle]+mass[check_particle]);

There was a few other things wrong so I went for a complete rewrite of the
main code and things are working a lot better now. Added inertia in there
just to polish things off :)

> Ask if something is unclear, and keep up the good work.

Thank You

Dave


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