projectile physic

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projectile physic

Postby collerblade » Fri Nov 25, 2016 3:16 pm

hello Julio,
i would like to implement bullets (with no instant hit). So i want to track them. Bullets are very small (point size), but they are very fast (over 100m/s). I would like to have over 1000 from them.
What is a prefreable method, to handle bullet-collision in newton?
1. NewtonWorldRayCast() every bullet every time
2. kinematic bodies, with manual movement update
3. dynamic bodies, with continuous collision
4. Any other idea?

thank u for your answer
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Re: projectile physic

Postby Julio Jerez » Fri Nov 25, 2016 3:54 pm

are you in 3.14?
I am planning to add the next feature which is particles.

particles are rigid bodies without rotations. so the calculations are about 1/4 that of a rigid body.
but is more than that since this object are very special the can be group in a emitter, (in newton that would be an aggregate, and that the will have special process, that can simulate them wit a special function. not need of general tow way calculation.

for now I subject you use a normal rigid body, but you can not use that many. It a coincident because I was planning to start working on that this weekend. although I was thinking of elastic bodies for cloth, but we can start with single ballistic projectiles.
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Re: projectile physic

Postby collerblade » Fri Nov 25, 2016 4:32 pm

are you in 3.14?

Yes, ofc.

Particles sounds good.
I will try dynamic bodies for now, and when the particles are ready, i will test them.
ty collerblade
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Re: projectile physic

Postby Julio Jerez » Fri Nov 25, 2016 4:57 pm

yes that a good idea, when there are ready, is will be a matter to wrap the object on the appropriate API call.
a ballistic projectile will do the internal short convex ray cast to do the ccd collision rather that the more expensive CCD collision so it will all be the most efficient possible.
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