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Hi all:
This is getting really dangerous... I managed to fix the segfaults on
Koppi's bullet physics playground, and now the fun has no end. I even
managed to add bare mesh support, as the lib3ds code was there and
almost finished, and this opens a whole universe of "now possible"
scenes. I don't know how I'm going to get any serious work done from now
on...
For the moment there are no compound nor constrains, just rigid meshes
linked together because of the geometry and careful placement: the
simulation does it's job, and the links work, even if sometimes break
due to accuracy problems (still haven't decided if it's a bug or a feature).
Let's see if I can stop playing, so I can fork Koppi's code to create
a more POV-oriented version: I'm envisioning some simple features that
will make the life of any POV user much easier...
--
Jaime
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On 15-10-2012 14:49, Jaime Vives Piqueres wrote:
> Let's see if I can stop playing, so I can fork Koppi's code to create
> a more POV-oriented version: I'm envisioning some simple features that
> will make the life of any POV user much easier...
By the tits of the Satrap! (Sorry, I should not use the Satrap's name in
blasphemy. Very unhealthy) I already can see this in the harbour of
Gancaloon!
Thomas
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>Jaime Vives Piqueres on date 15/10/2012 14.49 wrote:
> Hi all:
>
> This is getting really dangerous... I managed to fix the segfaults on
> Koppi's bullet physics playground, and now the fun has no end. I even
> managed to add bare mesh support, as the lib3ds code was there and
> almost finished, and this opens a whole universe of "now possible"
> scenes. I don't know how I'm going to get any serious work done from now
> on...
>
> For the moment there are no compound nor constrains, just rigid meshes
> linked together because of the geometry and careful placement: the
> simulation does it's job, and the links work, even if sometimes break
> due to accuracy problems (still haven't decided if it's a bug or a
> feature).
>
> Let's see if I can stop playing, so I can fork Koppi's code to create
> a more POV-oriented version: I'm envisioning some simple features that
> will make the life of any POV user much easier...
>
> --
> Jaime
Please, stop post photos here...
;-)
Paolo
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Jaime Vives Piqueres <jai### [at] ignorancia org> wrote:
> Hi all:
>
> This is getting really dangerous... I managed to fix the segfaults on
> Koppi's bullet physics playground, and now the fun has no end. I even
> managed to add bare mesh support, as the lib3ds code was there and
> almost finished, and this opens a whole universe of "now possible"
> scenes. I don't know how I'm going to get any serious work done from now
> on...
>
> For the moment there are no compound nor constrains, just rigid meshes
> linked together because of the geometry and careful placement: the
> simulation does it's job, and the links work, even if sometimes break
> due to accuracy problems (still haven't decided if it's a bug or a feature).
>
> Let's see if I can stop playing, so I can fork Koppi's code to create
> a more POV-oriented version: I'm envisioning some simple features that
> will make the life of any POV user much easier...
>
> --
> Jaime
Wow, these are really impressive. I want to start playing around with Koppi's
bullet physics playground. Anyone have tips on getting it working on OS X?
Henry
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On 15/10/12 18:43, HenryW wrote:
> I want to start playing around with Koppi's bullet physics
> playground. Anyone have tips on getting it working on OS X?
I don't recommend it, as you can reach insane levels of fun, and mean
REALLY insane.
Anyhow, if you want to try it, you may need to put some hard work to
get it compiled. The author has not wrote anything into the wiki howto,
but seems he plans to... the problems is that he is unreachable until
mid-december. I really don't know for sure, but I think all the
libraries used in the project must be available for OS X, and gcc too,
so it should be relatively easy if you already have experience compiling
from sources on OS X.
In any case, if you manage to compile it, then contact me for the
fixes I did to the current code on github, else you will not be able to
do much with it.
Regards,
--
Jaime
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On 15/10/12 19:36, Jaime Vives Piqueres wrote:
> I don't recommend it, as you can reach insane levels of fun, and
> mean REALLY insane.
See the attached screen-shot from the GL preview: do you see what I
mean? ;)
--
Jaime
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Preview of image 'pantallazo.jpg'
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On 2012-10-15 07:49, Jaime Vives Piqueres wrote:
> For the moment there are no compound nor constrains, just rigid meshes
> linked together because of the geometry and careful placement: the
> simulation does it's job, and the links work, even if sometimes break
> due to accuracy problems (still haven't decided if it's a bug or a
> feature).
Speaking of constraints, there's this thing I've heard about called
Verlet integration, which I don't know how it compares directly to the
cloth and hair simulation in Poser, but suspect it's different and
better/faster...ever played with that at all?
--
Tim Cook
http://empyrean.sjcook.com
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Jaime Vives Piqueres <jai### [at] ignorancia org> wrote:
> Hi all:
>
> This is getting really dangerous... I managed to fix the segfaults on
> Koppi's bullet physics playground, and now the fun has no end. I even
> managed to add bare mesh support, as the lib3ds code was there and
> almost finished, and this opens a whole universe of "now possible"
> scenes. I don't know how I'm going to get any serious work done from now
> on...
Sounds like you're making great strides, and what you're accomplishing now is
serious enough, IMO. You're enhancing an existing tool for the creation of more
complex scenes. Will there ever be a Windows build? :)
> For the moment there are no compound nor constrains, just rigid meshes
> linked together because of the geometry and careful placement: the
> simulation does it's job, and the links work, even if sometimes break
> due to accuracy problems (still haven't decided if it's a bug or a feature).
I was having that problem with Blender's Bullet implementation. I was trying to
use mesh links as well, but they would break sometimes. Do you have an option of
increasing the sim's accuracy? It might help.
Nice test scenes, BTW. The chain material looks a bit like lead, though (despite
the interior rust). If radiosity took into account a finish's brilliance, it
would look much better. Sometimes the only cure is to drive the diffuse down,
raise the reflection, add a tiny bumps normal, and render the scene with focal
blur.
The pearls look good as well, almost photographic. I wonder how several
concentric, translucent and refractive spheres with that pearl texture would
turn out...
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On 15-10-2012 19:38, Jaime Vives Piqueres wrote:
> On 15/10/12 19:36, Jaime Vives Piqueres wrote:
>> I don't recommend it, as you can reach insane levels of fun, and
>> mean REALLY insane.
>
> See the attached screen-shot from the GL preview: do you see what I
> mean? ;)
This is the kind of (in)sanity that I am willing to plunge into without
a thought...
Thomas
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On 16/10/12 01:36, Tim Cook wrote:
> Speaking of constraints, there's this thing I've heard about called
> Verlet integration, which I don't know how it compares directly to
> the cloth and hair simulation in Poser, but suspect it's different
> and better/faster...ever played with that at all?
>
No, sorry... this is my first approach to physics simulations, and all
I know for the moment is about rigid bodies. But I've seen some awesome
cloth physics on the bullet demos, indeed... will get there someday, I
guess.
--
Jaime
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