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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:

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:


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.


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

The main page for this "Konoko Payne" project is here:

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 :

Here's a nice article starting to investigate the troubles arising when linking character control and physics:



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