POV-Ray : Newsgroups : povray.binaries.images : Chains physics Server Time
2 Aug 2024 22:17:07 EDT (-0400)
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From: Stephen
Subject: Re: Chains physics
Date: 18 Oct 2012 00:35:39
Message: <507f871b$1@news.povray.org>
On 18/10/2012 12:53 AM, HenryW wrote:
> Stephen <mca### [at] aolcom> wrote:
>> As Thomas pointed out, you have hijacked HenryW's thread. I blame
>> Thunderbird. ;-)
>
> It started as Jaime's thread for the cool work he is doing with complex objects
> in Bullet Physics Playground. I hijacked it for how to compile the code on my
> Mac, so I can play with Bullet Physics too :)
>

:-D

-- 
Regards
     Stephen


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From: Jaime Vives Piqueres
Subject: Re: Chains physics
Date: 18 Oct 2012 17:27:42
Message: <5080744e@news.povray.org>
Ok, had to finish it... tough I will revisit it for the rust work someday.

--
Jaime


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From: HenryW
Subject: Re: Chains physics
Date: 18 Oct 2012 22:35:00
Message: <web.5080bbf6b7a930bec69dc6290@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> Ok, had to finish it... tough I will revisit it for the rust work someday.

Nice work Jaime! The textures and lighting are very realistic.

Henry


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From: Thomas de Groot
Subject: Re: Chains physics
Date: 19 Oct 2012 03:20:01
Message: <5080ff21$1@news.povray.org>
On 18-10-2012 23:27, Jaime Vives Piqueres wrote:
> Ok, had to finish it... tough I will revisit it for the rust work someday.

This is really becoming something to be made part of POV-Ray, one way or 
another. Identical to Moray for instance.

Thomas


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From: Jaime Vives Piqueres
Subject: Re: Chains physics
Date: 19 Oct 2012 07:30:29
Message: <508139d5@news.povray.org>
On 19/10/12 09:19, Thomas de Groot wrote:
> This is really becoming something to be made part of POV-Ray, one
> way or another. Identical to Moray for instance.

   You mean the Bullet Physics Library? It would be very difficult to
integrate it "natively" on the POV-Ray SDL, I guess...

   But an external tool like Koppi's Playground is not a bad idea, if it
can be made simple and practical enough. The main thing here is that you
have to "arrange" the scene in LUA, run the simulation, export to
POV-Ray, then customize the export and finally render the scene.

   The last part can (and must) be simplified enough so that you just
export, then render the scene with the appropriate #include. This can be
accomplished by just having an "attached SDL" property on each collision
object, so it exports what you want after adding the corresponding matrix.

   For the first step, describing the scene in LUA, I'm thinking that
perhaps it can be done with some clever SDL macros that will write the
corresponding LUA script for the simulation... hmmmm, just a loose idea
for the moment.

--
Jaime


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From: Thomas de Groot
Subject: Re: Chains physics
Date: 19 Oct 2012 10:03:23
Message: <50815dab$1@news.povray.org>
On 19-10-2012 13:30, Jaime Vives Piqueres wrote:
>    But an external tool like Koppi's Playground is not a bad idea, if it
> can be made simple and practical enough. The main thing here is that you
> have to "arrange" the scene in LUA, run the simulation, export to
> POV-Ray, then customize the export and finally render the scene.
>

Yes, that is what I was thinking about; in the same manner as Moray is 
stand alone (including views) but exports easily to POV-Ray.

Thomas


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From: Samuel Benge
Subject: Re: Chains physics
Date: 19 Oct 2012 16:20:01
Message: <web.5081b587b7a930be6e2438b40@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> Ok, had to finish it... tough I will revisit it for the rust work someday.
>

Nice textures, good placement... I like it :)


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From: Christian Froeschlin
Subject: Re: Chains physics
Date: 19 Oct 2012 20:36:39
Message: <5081f217$1@news.povray.org>
Jaime Vives Piqueres wrote:

>   You mean the Bullet Physics Library? It would be very difficult to
> integrate it "natively" on the POV-Ray SDL, I guess...

well, it could probably be done similar to megapovs mechsim, allowing
to tag supported primitives with some metadata that adds them to the
bullet sim, and then adapting the object positions for each simulation
step / frame when rendering as an animation (or a fake animation mode
where only the final state is actually rendered).


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From: Jaime Vives Piqueres
Subject: Re: Chains physics
Date: 20 Oct 2012 02:45:07
Message: <50824873$1@news.povray.org>
On 19/10/12 22:18, Samuel Benge wrote:
> Nice textures,

   That's the new albedo specular... and me using a non-default
brilliance for first time in my life. :(

> good placement...

   That's not my fault at all... ;)

   Now seriously, this keyring with keys behaves absolutely realistic on
the playground when you let it fall: sometimes it even gets one of the
keys mired into the ring! (I hate when this happens in RL and I need to
get into my house *urgently*).

> I like it :)

   Thanks!

--
Jaime


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From: clipka
Subject: Re: Chains physics
Date: 26 Oct 2012 17:26:01
Message: <508affe9$1@news.povray.org>
Am 17.10.2012 16:01, schrieb Jaime Vives Piqueres:
> On 17/10/12 15:40, HenryW wrote:
>> Another evening of keeping at it, made progress, but not there yet.
>> I'm running into linking errors with MIDI libraries. May be due to
>> OS X handling sound differently. Does the app have sounds? I'm going
>> to comment out that code.
>>
>
>    No, I think MIDI and "robots" support where added by Koppi to create
> some "hard-wired" animations... I was tempted too to take it out,
> but was afraid to mess up the project files. If you are successful at
> it, please let me know so I can do the same.

MIDI-driven animations, maybe? Sounds like too much fun to strip it...


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