POV-Ray : Newsgroups : povray.binaries.animations : Presenting YaPS!!! (Mpg1, 651kb) Server Time
1 Nov 2024 11:14:26 EDT (-0400)
  Presenting YaPS!!! (Mpg1, 651kb) (Message 1 to 5 of 5)  
From: Severi Salminen
Subject: Presenting YaPS!!! (Mpg1, 651kb)
Date: 2 Mar 2004 17:18:16
Message: <40450828@news.povray.org>
Or simply: Yet another Particle System :)

Well, I wanted to try it myself - particle systems are now IN! This is a
very simple particle system at this point: no proper interface, two
types of objects only, no collisions between moving objects, no adaptive
time stepping etc. But: it seems to work decently, or at least
pseudo-decently :) I wanted to see those balls bouncing and now I'm happy!

There is slight damping in this scene. Gravity points downwards, of course.

Severi S.


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Attachments:
Download 'yaps.m1v.mpg' (651 KB)

From: Tim Nikias v2 0
Subject: Re: Presenting YaPS!!! (Mpg1, 651kb)
Date: 2 Mar 2004 18:20:36
Message: <404516c4$1@news.povray.org>
> There is slight damping in this scene. Gravity points downwards, of
course.

Looks nice, though it seems like you're using very weak gravity here... Is
that environment built on the moon?

That aside, will you be doing more work on it, or was it just a go to prove
to yourself that you can do it yourself?

-- 
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
Email: tim.nikias (@) nolights.de


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From: Severi Salminen
Subject: Re: Presenting YaPS!!! (Mpg1, 651kb)
Date: 2 Mar 2004 18:35:03
Message: <40451a27@news.povray.org>
Tim Nikias v2.0 wrote:

> Looks nice, though it seems like you're using very weak gravity here... Is
> that environment built on the moon?

Something like that, I just wanted those balls to _really_ bounce.

> That aside, will you be doing more work on it, or was it just a go to prove
> to yourself that you can do it yourself?

I don't know yet. I have a bad habit of getting really excited of 
something and then leaving it halfway. But I hope I can make this a 
quality macro library so that it can be useful in other scenes as well - 
at least to me.

I implemented a simple adaptive stepping just a minute ago. I have two 
settings: min_stepping and max_stepping (the number of intervals between 
frames). The min_stepping is used normally between frames and if a 
collision is detected then it switches to max_stepping. It really 
speeded things up without losing accuracy. I tried also with a lot 
stronger gravity but now some of the balls are lying motionless on the 
planes - I have a bug! I'll post more examples later when I fix those bugs.

Severi S.


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From: Severi Salminen
Subject: Re: Presenting YaPS!!! (Mpg1, 448kb)
Date: 2 Mar 2004 18:59:47
Message: <40451ff3@news.povray.org>
Severi Salminen wrote:

> planes - I have a bug! I'll post more examples later when I fix those bugs.

Fixed :) Now the balls slowly lose energy without getting stuck.

Severi S.


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Attachments:
Download 'yaps2.m1v.mpg' (448 KB)

From: Tim Nikias v2 0
Subject: Re: Presenting YaPS!!! (Mpg1, 651kb)
Date: 2 Mar 2004 19:32:46
Message: <404527ae@news.povray.org>
> I don't know yet. I have a bad habit of getting really excited of
> something and then leaving it halfway. But I hope I can make this a
> quality macro library so that it can be useful in other scenes as well -
> at least to me.

Had that problem for quiet some time as well. It helps coding such Macros
with other Users in mind: I've often found that at some point, I wasn't able
to understand the actual use of a certain macro. Nowadays, most of my
Include-Files get released to the public, along with Help-Files and
Examples. When I want to use an old System of mine, I just look it up.

> I implemented a simple adaptive stepping just a minute ago. I have two
> settings: min_stepping and max_stepping (the number of intervals between
> frames). The min_stepping is used normally between frames and if a
> collision is detected then it switches to max_stepping. It really
> speeded things up without losing accuracy. I tried also with a lot
> stronger gravity but now some of the balls are lying motionless on the
> planes - I have a bug! I'll post more examples later when I fix those
bugs.

I'm not quiet sure if I've understood your adaptive stepping technique. So,
you begin with, let's say, ten timesteps per frame, and once a collision is
detected you may switch to 20 or more timesteps? Do you recalculate the
entire frame then with 20 steps, or just with smaller steps once you've
collided? And is this decided per particle, or for the whole system?


-- 
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
Email: tim.nikias (@) nolights.de


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