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Fizex 'Rope Demo' v2 – dartsman

dartsman

Member

Posts: 484
From: Queensland, Australia
Registered: 03-16-2006
Hello, well following on from the Fizex 'Rope Demo', I've created version 2. It just has some more objects and new features such as Collision between circle obstacles and the physics points and breakable constraints.

Here are some pretty images, to play the demo please visit my Demo Page


Feedback would be awesome let me know if there are any problems

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jonwarner.net

[This message has been edited by dartsman (edited October 24, 2007).]

evdude

Member

Posts: 135
From: Earth Orbit
Registered: 03-14-2007
Wow! Awesome!! The ropes keeps breaking before I can throug them. there need to be a toggle between breakable and unbreakable.

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dudey calls...

"Never try to sneak up on someone who knows Martial Arts, is a Jedi, a Narnian Knight, and is standing in front of a mirror. Especially the last part." -Mene Mene

dartsman

Member

Posts: 484
From: Queensland, Australia
Registered: 03-16-2006
thanks

hmmm sounds good, might work well with my system when I do the rewrite (notes below on what I want to do). I actually discovered that I was calculating the breakage threshold wrong :P and so I've updated it and added a sort of 'life' to it, so that you can exceed the threshold a bit before the tension will kill it and it breaks

I also want to re-write the way that my system works, currently all points and constraints are just thrown together and nothing is really grouped up. Like once the points and constraints for a 'object' is created, there is no way for me to later find it again.

I'm thinking about making each physics 'object' (such as a rope, or a circle, or even a ragdoll) as a seperate object. All points and constraints will still be held and updated in the main system, but each object will know it's points and constraints that it has. This way each object can then be given a name and then can easily be searched.

Another thing that this brings is that each object can then know it's bounding box region (max/min points). So then I can easily and quickly do rapid collision culling and only check against objects and obstacles that are possibly colliding, rather then checking every single point with every single obstacle.

This should bring quite a speed boost to the simulation. I am mostly just trying to get the thing working before worrying about too much optimization. I've got some other ideas that I'll try and explore as well.

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jonwarner.net