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I had a thought last night (gasp!), but I have not yet had the chance to try
it out. My thought was this:
Why not write a quick program in c++ to track water "molecules" (ok, they'd
be about a foot in diameter :) bouncing off of each other while floating
down a riverbed, and have it output the scene using a blob for the water?
Hopefully, this would give good results for the river surface. Has anyone
experimented with this? (I should be able to get to this later today, and
then I'll let you know what I come up with).
...Chambers
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How about taking a look at povray.binaries.animations. There'll you'll
find lots of that, but mostly entitled "particle system".
Though a note in advance might be useful: tracking particles and having them
respond to each other is like a sqaured-programm, the more particles you
use, the longer parsing-times get.
And water just doesn't look well with too few blobs...
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"Tim Nikias" <Tim### [at] gmxde> wrote in message
news:3C0BB040.B5345E20@gmx.de...
> How about taking a look at povray.binaries.animations. There'll you'll
> find lots of that, but mostly entitled "particle system".
> Though a note in advance might be useful: tracking particles and having
them
> respond to each other is like a sqaured-programm, the more particles you
> use, the longer parsing-times get.
> And water just doesn't look well with too few blobs...
>
I have been playing with programming a simple particle system, but what I
use to avoid the program getting unweilding beyond a few particles is
implementing proximity routines. Rather than having each particle check
each other particle, you divide the working area into cubes and have each
particle report its location, then particles only need to look up what
particles are in its immediate area and check against them. Of course this
isn't a perfect system, mine uses solid balls so there is a limit to how
many objects can be an a specific area of space, but with particles that can
overlap or that have expulsion/attraction that can exceed quite a distance
from their surfaces, you can end up having a large number (or even all)
particles within specific locations and end up having to do all the
calculations anyway, but that may be an unavoidable effect of the type of
system.
-tgq
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Take a look at falmaiden, it might do what you (or not), the web page is at:
http://falmaidan.sourceforge.net/
Thomas
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"The page cannot be displayed"
bummer..... !
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It seems to work for me. I haven't tried the actual program yet though.
"Apache" <apa### [at] yahoocom> wrote in message
news:3c0dd79b@news.povray.org...
> "The page cannot be displayed"
>
> bummer..... !
>
>
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["Captain Tylor" <fis### [at] hrupennedu>]
| It seems to work for me. I haven't tried the actual program yet though.
I'm running it right now. It's pretty interesting, but for some reason
that I can't completely understand, it does not use blobs, only spheres,
and it's not very well documented. I'm running a modified version of
the scenes that came with it. I'll post a link to the finished animation
when it's done. :)
--
It's a dark day for mad science.
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news:wbe### [at] jonesosloinfostreamno...
>
> ["Captain Tylor" <fis### [at] hrupennedu>]
> | It seems to work for me. I haven't tried the actual program yet though.
>
> I'm running it right now. It's pretty interesting, but for some reason
> that I can't completely understand, it does not use blobs, only spheres,
> and it's not very well documented. I'm running a modified version of
> the scenes that came with it. I'll post a link to the finished animation
> when it's done. :)
>
> --
> It's a dark day for mad science.
The only problem I'd see with blobs is conservation of volume, with 'solid'
spheres, it is fairly easy to maintain because each sphere has a definite
surface and volume, with blobs this is not the case. I suppose an
apporximation may give acceptable results. Just food for thought.
-tgq
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"Trevor Quayle" <Tin### [at] hotmailcom> wrote in message
news:3c0f778a$1@news.povray.org...
> The only problem I'd see with blobs is conservation of volume, with
'solid'
> spheres, it is fairly easy to maintain because each sphere has a definite
> surface and volume, with blobs this is not the case. I suppose an
> apporximation may give acceptable results. Just food for thought.
Of course, with small enough spheres, this wouldn't be too much of a problem
(as noone would notice the added volume) :)
...Chambers
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| the scenes that came with it. I'll post a link to the finished animation
| when it's done. :)
If the damn program hadn't crashed that is.
--
It's a dark day for mad science.
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