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I tried some larger grids of masses with my simulation system. It of
course takes much longer, several hours on an Athlon 1 GHz.
ball_sim10.mpg shows what happens if you decrease the connection stiffness
too much. The grid is not self stabilizing under extreme deformations.
Adding 3d diagonal connections might help, but this would slow down
calculations even more.
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 02 Jun. 2002 _____./\/^>_*_<^\/\.______
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Attachments:
Download 'ball_sim9.mpg' (249 KB)
Download 'ball_sim10.mpg' (198 KB)
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Christoph Hormann <chr### [at] gmxde> wrote:
> I tried some larger grids of masses with my simulation system. It of
> course takes much longer, several hours on an Athlon 1 GHz.
sim9 - 'crump'
sim10 - 'flumpfppfpfffffff..'
:)
--
Rick
Kitty5 WebDesign - http://Kitty5.com
POV-Ray News & Resources - http://Povray.co.uk
TEL : +44 (01270) 501101 - FAX : +44 (01270) 251105 - ICQ : 15776037
PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
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Christoph Hormann wrote:
> I tried some larger grids of masses with my simulation system.
This is all very impressive, but I'd rather see a regular box dropped,
or a dice or similar, which doesn't deform. Oh, and something which
isn't cubic would be interesting too! :)
Few things we know from our everyday behave like gel...
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated May 20)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Ring: http://webring.povray.co.uk
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If you want to do some bigger things like this you'll have to port your
scripts from SDL to something faster like C/C++ or something else.
--
Apache
POV-Ray Cloth experiments: http://geitenkaas.dns2go.com/experiments/
Email: apa### [at] yahoocom
ICQ: 146690431
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I really like this. Again, it would be interesting if you replaced this with
a mesh so we could see the box shape more clearly. I really like #10. That's
what I expected to happen to #9. :)
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Tony[B] wrote:
> I really like this. Again, it would be interesting
> if you replaced this with a mesh so we could see
> the box shape more clearly.
Or in the case of a 4x4x4 grid: 6 bicubic patches. Should look fun... :D
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated May 20)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Ring: http://webring.povray.co.uk
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Rune wrote:
>
> This is all very impressive,
Thanks.
> but I'd rather see a regular box dropped,
> or a dice or similar, which doesn't deform. Oh, and something which
> isn't cubic would be interesting too! :)
More complicated shapes are just a matter of creating their starting
geometry, no deformation at all is impossible with this approach, few
deformation usually requires accurate computation but I will try something
like that.
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 02 Jun. 2002 _____./\/^>_*_<^\/\.______
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Apache wrote:
>
> If you want to do some bigger things like this you'll have to port your
> scripts from SDL to something faster like C/C++ or something else.
I know, but i would lose the possibility to rely on POV-Ray for generating
the enviroment collisions when having a separate program. I probably will
wait until i get the source of POV-Ray 3.5 and make a patch...
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 02 Jun. 2002 _____./\/^>_*_<^\/\.______
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"Tony[B]" wrote:
>
> I really like this.
Thank you.
> Again, it would be interesting if you replaced this with
> a mesh so we could see the box shape more clearly.
I'm working on that, it will also be helpful for collision calculations to
have the outline mesh.
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 02 Jun. 2002 _____./\/^>_*_<^\/\.______
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#10 won't look so good with a mesh. If you look closely you'll see that the
most contorted part of the cube becomes inverted (inside-out).
--
Apache
POV-Ray Cloth experiments: http://geitenkaas.dns2go.com/experiments/
Email: apa### [at] yahoocom
ICQ: 146690431
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