Search found 42 matches
- Sat Oct 20, 2007 6:29 am
- Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
- Topic: Teeter - small game with neat interaction and physics puzzle
- Replies: 4
- Views: 8984
Re: Teeter - small game with neat interaction and physics puzzle
My pleasure Erin I'm glad you enjoyed the game. And thank you (and Erwin) for all you've contributed to the community. There may be reasons, other than API limitations, why you cant get impulse values out of a particular physics engine. Consider that physics engines have to compete with one another ...
- Sat Oct 20, 2007 4:08 am
- Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
- Topic: Teeter - small game with neat interaction and physics puzzle
- Replies: 4
- Views: 8984
Re: Teeter - small game with neat interaction and physics puzzle
Hi Erwin, Thanks for trying it out. For the character controller I'm using a rather old-school system. The gameplay is just first person so I can get away with it. It is continuous in that it projects a path to determine if there are any collisions and then adjusts the path (project onto collision p...
- Fri Oct 19, 2007 1:08 am
- Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
- Topic: Teeter - small game with neat interaction and physics puzzle
- Replies: 4
- Views: 8984
Teeter - small game with neat interaction and physics puzzle
Hiyo, I wrote a little game. It can be found at: http://www.melax.com/teeter.html Given the objective of the game, I thought the bullet forum was the best place to mention it. Hopefully the crowd here likes it and is able to solve the main puzzle. I have already had a handful of people successfully ...
- Tue Aug 01, 2006 5:04 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Stan's cloth simulation demo/discussion
- Replies: 30
- Views: 61141
Hey, I hadn't heard of the implicit-explicit idea to just use forward for the weaker forces. Good idea. I'm sure you noticed this, but just in case you didn't: Note that when the cloth's springs are initially constructed it creates an entry in the matrices. So you might want to avoid this creation s...
- Wed Jul 26, 2006 7:08 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Stan's cloth simulation demo/discussion
- Replies: 30
- Views: 61141
- Thu Jul 20, 2006 6:14 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Stan's cloth simulation demo/discussion
- Replies: 30
- Views: 61141
Re: further work
Hi, and thanks for the kind words. You are certainly most welcome to use or reference the code as you see fit.Genscher wrote:...
If you don't mind I would really like to use your code as reference for a cloth solver implementation in blender. ...
- Wed Jul 05, 2006 10:24 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Stan's cloth simulation demo/discussion
- Replies: 30
- Views: 61141
Hey, thanks for checking it out. Yes I'll definitely be improving the writeup and adding the suggested links. I' should probably add a link back to this bullet thread as well. About the car on the president's flag - Im imagining that the frequency of the flag flapping would be very high. So it might...
- Wed Jul 05, 2006 4:50 am
- Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
- Topic: Backward Integration Cloth Simulation
- Replies: 13
- Views: 25830
Backward Integration Cloth Simulation
Because Dennis from Meqon (now ageia) had asked me my 2c on different cloth simulations, I ended up spending a couple weekends implementing a backward integrator. Its just easier to show something than to try and explain something. Actually all the demo framework, asset creation, and writeup took mo...
- Tue May 02, 2006 5:06 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Contact Manifold Generation: A question about GJK
- Replies: 16
- Views: 52662
- Tue May 02, 2006 3:57 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Contact Manifold Generation: A question about GJK
- Replies: 16
- Views: 52662
Erwin, Since your webpages, explanations and demo code show how trivially easy all this actually is, i just had to try myself. (only the contact manifold part for now) minor minor observation and idea... one thing I noticed in how you are deciding which point to replace: http://www.continuousphysics...
- Fri Apr 28, 2006 10:36 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Inertia Tensors
- Replies: 3
- Views: 9505
To get the center of mass and inertial properties of a mesh you can copy/paste code from here: http://www.melax.com/volint But to combine a number shapes together into a single rigid body you can combine the mass properties together. Obviously, The total mass is the sum of all the individual subshap...
- Mon Apr 24, 2006 5:13 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: 3x3 diagonalize
- Replies: 1
- Views: 4682
3x3 diagonalize
I had some people asking me for the code, so I decided to do a little writeup and post the routine: http://www.melax.com/diag/ I'm sure most people already have some sort of method to do this already. The objective of this particular code was to be compact and simple for somebody to grab and incorpo...