Seaside movie clips

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Seaside movie clips

Postby Waterman » Sun Nov 06, 2005 1:00 pm

That boat has too much power.

Done with Truevision3D and Newton physics. No Newton buoyancy though, only SetForce and SetTorque. Works like a charm :-).

http://personal.inet.fi/surf/epsilon/storm_4_5.avi
http://personal.inet.fi/surf/epsilon/storm_4_6.avi

(Movies around 3 MB each, you need DivX 5.2.1)

/ Waterman

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Things should be described as simply as possible - but not simpler [A. Einstein]
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Postby JernejL » Sun Nov 06, 2005 1:18 pm

:O brilliant, absolutely brilliant!!
Help improving the Newton Game Dynamics WIKI
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Postby Aphex » Sun Nov 06, 2005 4:16 pm

Nice storm & surfy bits.

Considering ditching buoyancy myself - it's rather hard to tweak & get right :evil:
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Postby RedDrake » Sun Nov 06, 2005 5:04 pm

Care to share some info - how did you make the dynamic wawes collision, similar stuff ?
Or coud you just point me to some links with related info ?
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Postby Waterman » Sun Nov 06, 2005 6:14 pm

Sure. Actually, a short explanation can be found in this forum. Check:

http://newtondynamics.com/forum/viewtopic.php?t=1111

There's also something in the TrueVision3D forum:

http://www.truevision3d.com/phpBB2/viewtopic.php?t=8778&highlight=storm
http://www.truevision3d.com/phpBB2/viewtopic.php?t=8222&highlight=storm
http://www.truevision3d.com/phpBB2/viewtopic.php?t=8065&highlight=storm

These are partially outdated to the water surface part, but the physics principles are still about the same. It's essential to understand that the boat would move exactly the same way even if the water mesh wasn't ever created. The height at any point in time and any location is just a f(X) that is identical to the same f(X) in the vertex shader.
Things should be described as simply as possible - but not simpler [A. Einstein]
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Postby Aphex » Tue Nov 08, 2005 5:57 am

One question...
If you're duplicating the wave calculations on the cpu and the shader, wouldn't it be faster (or free up some vertex shader power) to just do it on the cpu and draw normally?
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Postby Waterman » Tue Nov 08, 2005 6:29 am

Perhaps one could imagine so, but if looking closer at the scenario, it is obvious that it must be done this way:

The water surface is large, even with LOD it consist of around 50000 vertices. The vertex shader has to calculate the height of each of those during each re-paint. Also not that these vertices are at fixed lcations in the XZ plane.

The boat physics need to know the surface hieght also, but *only under the boat*. This is a question of calculating Y for 16 positions of XZ only. In addition, these 16 XZ pairs are different each time, unless to boat sits still.

A vertex shader is superiorly fast. Consider calculating 50000 vertex positions 80 times per second (thats 4 million height calculations / second) in the CPU. The calculation is not simple at all, so you could say "see you later" to your computer. :-)

As a general rule, a vertex shader is ALWAYS faster. Much faster.
Things should be described as simply as possible - but not simpler [A. Einstein]
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Postby Aphex » Tue Nov 08, 2005 6:52 am

50000 vertices! :shock: I can see why the speed is a must!
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Postby Waterman » Tue Nov 08, 2005 9:52 am

I am sorry, i gave you info from a previous version, so it vas quite exaggerated, compared to the latest achievements. The latest version of the surface has:

- 24786 triangles
- 12496 vertices

Quite a lot, even so.
Things should be described as simply as possible - but not simpler [A. Einstein]
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