Boat physics

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Boat physics

Postby Waterman » Fri Apr 07, 2006 10:50 am

Force vectors in own code; Newton handles inertia & collision. Uses the TV3D engine. DivX 5.2.1.

http://personal.inet.fi/surf/iota/storm_7_1.avi
http://personal.inet.fi/surf/iota/storm_7_2.avi

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Things should be described as simply as possible - but not simpler [A. Einstein]
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Postby Julio Jerez » Fri Apr 07, 2006 11:27 pm

glad you found the solution ot teh daming problem.
Very nice boat simulation. I guess these demosttare that it ois possible to extyen the engine if you know what you are doing.
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Postby walaber » Sat Apr 08, 2006 1:57 am

video looks great! reminded me of the boat sequence from Half Life 2.
Independent game developer of (mostly) physics-based games. Creator of "JellyCar" and lead designer of "Where's My Water?"
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Postby Waterman » Sat Apr 08, 2006 10:12 am

Julio Jerez wrote:glad you found the solution ot teh daming problem.
Very nice boat simulation. I guess these demosttare that it ois possible to extyen the engine if you know what you are doing.

Yes, and i am constanly impressed by how well your Newtondymanics handles the inertia & displacement, and how well Sylvain has embedded this into the graphics engine. You solver gives no surprises and it's consistent. This simulation does around 50 recalculations / second, but Newtondynamics behaves well even when down to 10 recalculations / second, without any particular moderation of the forces involved. And it is fast. Simply excellent work altogether!

Julio Jerez wrote:glad you found the solution ot teh daming problem.
Very nice boat simulation. I guess these demosttare that it ois possible to extyen the engine if you know what you are doing.

However, your typing abilities are at a completely different level. :-)
Things should be described as simply as possible - but not simpler [A. Einstein]
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