NewtonPlayGround 1.53 (Updated on 22.10.2006)

Share with us how are you using the powerrrr of the force

Moderator: Alain

Postby Sascha Willems » Tue Oct 10, 2006 2:49 pm

I almost feel bad for "spamming" you with all my videos, but it's such fun playing around with this feature that I just had to show you this new video (very short, around 800 KBytes).

The big sphere on top is magnetic, so all those small spheres below get attracted to it and since the magnetic force is much bigger than gravity the small spheres add so much force when hitting the big magnetic sphere that it get's blown away like a catapult. I guess the initial part (not the last one with the small spheres orbiting the big one) somehow ressembles fluid dynamics, like when water is pushed out of a small hole with high pressure. But it looks really interesting so I had to post this.

But on a sidenote I also have to say that this pushes newton to it's limits and only is that smooth because I used the faster (and much less stable) solver models.
User avatar
Sascha Willems
Moderator
Moderator
 
Posts: 346
Joined: Fri Aug 27, 2004 10:18 am
Location: Germany

Postby Julio Jerez » Tue Oct 10, 2006 2:50 pm

Ah very cool.
I remember for geography class in school the definition of tornado.
The professor said is w region of low atmospheric presiding surrender but a reign of high atmospheric pressure.
It never undated what or means until I start to think what is it was.
Essentially a tornado is gravity object but with affiant distribution

I think that to make a tornado all it is force and toque function that add the gravity plus a directional pressure force to the object center.
something like this

-take a point in space and call it the eye of the tornado (start to sound good already)
Vector tEye;

-make a using vector point up (let call this line the tornado funnel)
-take the body centre and project it over the line defined but the tornado

// a point o the tornado funnel is given by equation
Vector F = tEye + funnelDir.Scale (t)

// the projection of the body centr ovet the tornal fulle is the point
vector objCentre
Vector centrOf Presure (tEye + funnelDir.Scale (DotProduct ((objCentre – tEye), funnelDir ))

// now with the object center and the tornado center of pressure all it
// is needed is to calculate the gravity like force between two print.

dist = DistanceVector (centrOf Presure, objCentre)
Vecore forceDir (normalize (centrOf Presure - objCentre));
F = forceDir.Scale (K * bodyMass /(dist*dist))

I am not sure if force due to atmospheric pressure over the eve of the square law, I would try the inverse of eth distance , or even better find out on the internet, it may even be linear

that sound make something simulate to a tornado, and by moving the eye you have a moving tornado.
also it need to add some heavy drag, and do nto forget teh gravity.
Julio Jerez
Moderator
Moderator
 
Posts: 12249
Joined: Sun Sep 14, 2003 2:18 pm
Location: Los Angeles

Postby Julio Jerez » Tue Oct 10, 2006 3:00 pm

Sascha Willems wrote:I almost feel bad for "spamming" you with all my videos, but it's such fun playing around with this feature that I just had to show you this new video (very short, around 800 KBytes).

:shock: :D :o :lol: :shock:
Dude if was not and astronomer I would said that a black hole simulation.

About the speed we are working on that, is time the Newton join the club of high speed engine. So do not despair my friend do not despair.
Julio Jerez
Moderator
Moderator
 
Posts: 12249
Joined: Sun Sep 14, 2003 2:18 pm
Location: Los Angeles

Postby Dave Gravel » Tue Oct 10, 2006 3:35 pm

< I almost feel bad for "spamming"
No reason you have make nice stuff.
I think it is nice to see what newton is able to idle and imagination idea.
It is a showcase topic and not a competition thread i very like to see your work.
Good continuation and good work.
User avatar
Dave Gravel
 
Posts: 800
Joined: Sat Apr 01, 2006 9:31 pm
Location: Quebec in Canada.

Postby aidave2 » Wed Oct 11, 2006 12:22 am

Really nice videos Sascha,
keep up the good work.

I wish we could post our videos of our current work, involving Newton, to show everyone too.
We have to keep our ideas secret for now ;)
Let it be said that without Sascha's work we probably wouldnt be using Newton at all (pascal headers)

cheers
dave
User avatar
aidave2
 
Posts: 56
Joined: Sun Jan 08, 2006 7:09 pm

Postby Sascha Willems » Sun Oct 22, 2006 11:35 am

I just uploaded version 1.53 of the NewtonPlayGround. See the first post for more information, including download and some new screenshots.
Besides bugfixes and changes to the user interface (graphical icons for context menu instead of plain text buttons) there are also new features like the skinned ragdolls and magnetic objects. Some new examples to show off those features are also included.
User avatar
Sascha Willems
Moderator
Moderator
 
Posts: 346
Joined: Fri Aug 27, 2004 10:18 am
Location: Germany

Postby kallaspriit » Tue Oct 24, 2006 12:51 pm

Nice work, I have played around with the new version and have not managed to crash it contrary to the old version.

Anyway I have always been wondering if it would be possible to make a vehicle entirely out of joints and whether it would work at all and also be fast enough. Anyway I managed to build a fixed axis rear suspension and indipendent front suspension test "car" to try it out. I'm generally pleased with the results, but I dont know what would it feel like to drive and whether it would work fast enough, does anyone have any thoughts about it? It would be nice if you could model a car's actual suspension and build the entire suspension out of joints to get unique and realistic driving feel for every car :)

The demo scene is made totally out of NPG primitives and joints:
Image
Image

Download scene

What do you think :P
kallaspriit
 
Posts: 216
Joined: Sun Aug 14, 2005 6:31 pm

Postby Sascha Willems » Wed Oct 25, 2006 7:08 am

@Vehicle :
Sounds great and I'm glad that people are now able to construct complex scenes without having problems or even crashes. The scene looks great, and some months back I wrote a simple "player" for NewtonPlayGround scenes, so I think I could create a small demo that let's you actually drive that car. Just give me some days and I'll see what I can do.
User avatar
Sascha Willems
Moderator
Moderator
 
Posts: 346
Joined: Fri Aug 27, 2004 10:18 am
Location: Germany

Postby kallaspriit » Wed Oct 25, 2006 11:10 am

That would be great :D
kallaspriit
 
Posts: 216
Joined: Sun Aug 14, 2005 6:31 pm

Postby kallaspriit » Thu Nov 02, 2006 3:04 pm

Any progress on it? It would be nice if the engine would enable setting certain keys to run different joint motors. Then it would be possible for anyone to implement the whole car steering themselves among many other things :P
kallaspriit
 
Posts: 216
Joined: Sun Aug 14, 2005 6:31 pm

Postby DarthPhysics » Mon Nov 20, 2006 3:56 pm

Hi :wink:

Only that to say ... Great :D
No crash in this version.
Just this ... (Vehicle Joint) Trucks with Trailers.xml
Run very very very <- 100x ... slow :shock:
I get like 1 fps .. he he
I run NPG on a P4 2.4Ghz , 2Gb RAM , Radeon 9800 Pro , XP SP2
All other run perfect , just this one have speed problem.
Ho ! ... now THE question :D
Have you planned to make a real modeler like 3DS or other ???
That would be the best stuff arround for build a complete scene and
simulate the result !

Regards :wink:
User avatar
DarthPhysics
 
Posts: 44
Joined: Sun Apr 23, 2006 8:57 pm
Location: Boulay-Moselle , France

Postby Sascha Willems » Tue Nov 21, 2006 3:37 pm

DarthPhysics wrote:Just this ... (Vehicle Joint) Trucks with Trailers.xml
Run very very very <- 100x ... slow :shock:
I get like 1 fps .. he he
I run NPG on a P4 2.4Ghz , 2Gb RAM , Radeon 9800 Pro , XP SP2
All other run perfect , just this one have speed problem.

Well, that scene puts a lot of stress on Newton as it uses rather complex models jointed together and such stuff. So there may be some occasional slowdowns, but at least for me it ran with good framerates in most cases.

DarthPhysics wrote:Ho ! ... now THE question :D
Have you planned to make a real modeler like 3DS or other ???
That would be the best stuff arround for build a complete scene and
simulate the result !

No, I don't plan to create something like 3DS MAX out of this. A 3D Modeller is a very complex tool and besides this it would be better/easier to just write a Newton-Plugin fo 3DS MAX or another 3D Modeller out there. But as you can import .X and .3DS into NPG, you can create about every kind of object you need and just import it into NPG.
User avatar
Sascha Willems
Moderator
Moderator
 
Posts: 346
Joined: Fri Aug 27, 2004 10:18 am
Location: Germany

Postby DarthPhysics » Tue Nov 21, 2006 8:06 pm

Thanks for your reply Sasha :D

For the 3D modeler is just that the one wo use some other 3D soft do it
alot better and faster in a tree view ...
But if you say it's possible to do a plugin , i will wait all the time needed ;)

Cya.
User avatar
DarthPhysics
 
Posts: 44
Joined: Sun Apr 23, 2006 8:57 pm
Location: Boulay-Moselle , France

Previous

Return to User Gallery

Who is online

Users browsing this forum: No registered users and 11 guests

cron