Not logged in, Join Here! or Log In Below:  
 
News Articles Search    
 


Submitted by Pierre Terdiman, posted on January 06, 2003




Image Description, by Pierre Terdiman



Time for some physics ! Here are some new screenshots of my physics engine.

Up-left & Up-right:

My rigid body simulator previously only worked with basic primitives like spheres or cubes, as shown in this past IOTD

Now it directly supports arbitrary (non-convex) meshes. You can download a little demo here:
http://www.codercorner.com/MeshMesh.zip

The demo only contains a single scene so far, with a cow and a knot.

In the second screenshot each torus is handled as an arbitrary mesh to simulate a swinging chain. This is a bit overkill: point-to-point constaints would be more efficient here! Nonetheless it works well.

The main page for my physics stuff is here:
http://www.codercorner.com/Rigid.htm

Bottom-left:

Here you can see improved cloth-mesh collision. In my last simulator collisions were only working between cloth and spheres. I've improved it a bit and now the cloth patch collides with any meshes. Also, I've moved to Verlet integration since last time.

Bottom-right:

You might remember my favorite week-end project from my last IOTD;

The main page for this "Konoko Payne" project is here:
http://www.codercorner.com/Oni.htm

I'm currently working on a very interesting part : blending physics and standard character control. Traditionally your main character uses a lot of canned animations (Oni certainly used a *lot* of them), and a state machine drives the whole thing. Interactions with the world are often limited, if not completely scripted. Using a physics engine to model those interactions offers a lot of extra freedom, but the actual transitions from "canned" to "physically-driven" are often very tricky to do.

In this first test, canned animations are used for pick & punch motions, and crates are physically-driven :
http://www.codercorner.com/KonokoBoxTest.zip

Here's a nice article starting to investigate the troubles arising when linking character control and physics:
http://www.gamasutra.com/features/20020816/maclaurin_01.htm

Cheers,

Pierre
http://www.codercorner.com


[prev]
Image of the Day Gallery
www.flipcode.com

[next]

 
Archive Notice: This content is archived, and commenting is no longer active. It is here for reference purposes. This content was added on an older version of flipcode, before the site closed in 2005.
 
 
Hosting by Solid Eight Studios, maker of PhotoTangler Collage Maker.