Newton 2.0x Archemedia Open Beta

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Re: Newton 2.0x Archemedia Open Beta

Postby Julio Jerez » Sat Sep 26, 2009 8:03 am

The old method was fast, but it was very limited.
I was no very happy with it so I rewrote to be more general.
Bu the generality do not comes for free. It is much more expensive.

However in returns it provides much more flexibility needed to the complex destruction that is coming next. This function is a full general Boolean operator.

I realized that for plane slicing I still can use the other function and make the assuming that the cutting mesh is a plane.
When this is the case even the original method can be much fast than the general method,
but I have not done that yet, because want to complete the Prefab destruction and large scale destruction and for that I need the more generic function.

So far I am only exploring the surface of the potential of the NewtoMesh, for the next 2.10 I will release it like it is now and then I will make the optimization for real time.

About the deformation, we have a list of special effect feature that I do not want the tell just yet.

All I am going to say is that it is like they say “The cars in the rear View Mirror are closers than they appear in the mirror”
It may take longer for me to get to the features because I am one, but I am relentless and when I get there is because I have a working thing not a check box BS that do not really work.

I am hopping I can get far enough this weekend to put 2.10 out.
The core feature is done I need to write interfaces and demos and I will worry about optimization later.

The feature is not just for physics it has a large set of applications for game engines and level editors, but that is another topic.

Does Ogre has Level Editor?
if not, what do Ogre people use for making levels for Ogre that is not Max, Maya, or Blender?
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Re: Newton 2.0x Archemedia Open Beta

Postby Stucuk » Sat Sep 26, 2009 4:40 pm

Julio Jerez wrote:The feature is no just for physics it has a large set of applications for game engines and level editors, but that is another topic.


Interesting. Im working on my own level editor (Think something like Valves Hammer).
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Re: Newton 2.0x Archemedia Open Beta

Postby Julio Jerez » Sat Sep 26, 2009 6:05 pm

I was saving this, but since you are interested.
here is one of the new Level Editor Paaawaaaaaaaaaa funtionality of the NetwonMesh

http://www.newtondynamics.com/downloads/bollean1.wmv
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Re: Newton 2.0x Archemedia Open Beta

Postby Stucuk » Sat Sep 26, 2009 9:47 pm

Nice. Carving is definatly a nice feature.
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Re: Newton 2.0x Archemedia Open Beta

Postby armokal » Sat Sep 26, 2009 11:30 pm

Julio Jerez wrote:A small preview of the New Pawaaaaaa that is coming in line this weekend
http://www.newtondynamics.com/downloads/SimpleDestruction.wmv
The demo is slow but this is because I am generation the Debris pieces in real time, but the final demo will have the then pre computed and will run in true real time. It is just that I do not have the demo written yet.
Plus there is advanced versions planned that will work in large object making localized destruction in real time.


Very nice stuff. How did you texture the broken surfaces? Is it a 2D texture?
I considered doing precomputed broken pieces and to also use a 3D texture to texture the broken surfaces (3D tex makes things much easier).
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Re: Newton 2.0x Archemedia Open Beta

Postby bakura10 » Sun Sep 27, 2009 8:38 am

Very nice stuff. How did you texture the broken surfaces? Is it a 2D texture?
I considered doing precomputed broken pieces and to also use a 3D texture to texture the broken surfaces (3D tex makes things much easier).


I also wonder how do Julio handle that. It looks like he's using a 2D texture that must be mirrored across the whole mesh.

There was a very interesting paper in 2009 about mesh destruction : http://www.cs.berkeley.edu/b-cam/Papers ... -2009-RTD/
"Hay othas optimizationes that make collison faster and also un crash bug fixed in el fracture code." Spanglish, Julio Jerez
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Re: Newton 2.0x Archemedia Open Beta

Postby Julio Jerez » Sun Sep 27, 2009 10:17 am

Here is a video of the second demo in the SDK.
http://www.newtondynamics.com/downloads/SimpleDestruction1.wmv

It is debug build and so far the speed it good. I like that because I need it for the next Paawaaaaaa.
I just finished this prefab destruction SDK demo, there is still have a bug that it generates the cuts along one axis only.
As soon as I find it I will put Bata 2.10 with this new Paawaaaaaa

The texture are 2d, but the Artist or the end user have full controll on how these texture can be applied.
for newer version this will support arbitrary user channels like for example normal maps, vertex colors, and even 3d textures.
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Re: Newton 2.0x Archemedia Open Beta

Postby Julio Jerez » Sun Sep 27, 2009 11:32 am

Ok I fixed the bug, and here is the last Paawaaaaaaaaa before the release today
http://www.newtondynamics.com/downloads/SimpleDestruction2.wmv

I still have few Bug here and there, Maintly special cases where edge, and face meet.
and hopping to get those fixes anytime niow, so that I can put out 2.10

then I will move to the Grand destruction feature for entire buildingd, Oh did I said that? I am getting ahead of myself here.
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Re: Newton 2.0x Archemedia Open Beta

Postby bakura10 » Sun Sep 27, 2009 1:03 pm

Increible ! Eres el mejor Julio !
"Hay othas optimizationes that make collison faster and also un crash bug fixed in el fracture code." Spanglish, Julio Jerez
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Re: Newton 2.0x Archemedia Open Beta

Postby hpesoj » Mon Sep 28, 2009 10:26 am

This is absolutely awesome Julio! Skimming through the API, it looks like a very powerful feature indeed. The demo was crashing quite frequently when throwing things with some speed at the ground, but this may just be the bugs you mentioned you are ironing out.

p.s. In NewtonMeshSubstract, it should be spelt Subtract, and in NewtonMeshIntersetion you missed out a 'c', i.e. Intersection. Minor points considering the awesomeness that these commands bring, but I felt I should point them out.
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Re: Newton 2.0x Archemedia Open Beta

Postby Julio Jerez » Mon Sep 28, 2009 11:26 am

Ok this is part one of the feature I was working that pass two weeks, it is not fully completed since I still do not have the complex destruction yet but that will come with next Beta,
In the meantime, here it something something for those interested Windows_SDK_2.10

hpesoj wrote:This is absolutely awesome Julio! Skimming through the API, it looks like a very powerful feature indeed. The demo was crashing quite frequently when throwing things with some speed at the ground, but this may just be the bugs you mentioned you are ironing out.

It should not Crash. Especially the Prefab demo because it is not doing any kind of special calculation.
Please try the SDK again I just load it this morning.

hpesoj wrote:p.s. In NewtonMeshSubstract, it should be spelt Subtract, and in NewtonMeshIntersetion you missed out a 'c'

for the record the function NewtonMeshSubtract does not exist, the correct name is NewtonMeshDifference, I forgot to change the name in the header.
I will fix the spelling errors for next beta, Thank you
If you are going to try the Booleans, let me know, I can put a new beta replacement tonight.

hpesoj wrote:
Minor points considering the awesomeness that these commands bring, but I felt I should point them out.

That is just a warm up wait until you the next Pawaaaaaa, that is using the feature as the foundation.
The hard part is completed already, I may have to fix some bugs here an dthere, but this week I start this new advance destruction feature, all I am going to say
“You don’t know that Paaawaaaa of the Dark side”
do is say that too much, I need a new slogan? The younger apprentices do not remember that already.
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Re: Newton 2.0x Archemedia Open Beta

Postby bakura10 » Mon Sep 28, 2009 4:53 pm

I will have to check those functions. I wonder how you can handle complex cases. For example, break objects whose vertices are stored on a VBO... Maybe a function returns the list of vertices for the two meshs that were broken, so you can easily construct new VBO. Hmm hmm... :D.
"Hay othas optimizationes that make collison faster and also un crash bug fixed in el fracture code." Spanglish, Julio Jerez
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Re: Newton 2.0x Archemedia Open Beta

Postby bakura10 » Mon Sep 28, 2009 5:34 pm

It is all part of the Plan, the debriss pieces can be part of one single buffer mesh. so you only need to get the new set on indices.
for that ther will be a NewtonMehs Funtion called


Sounds cool. But... Hum, you will have to create a lot of sub-mesh. Let's imagine that a single mesh with one big VBO and one big IBO (index buffer object) is broken into many submesh, so the only thing we have to do is map the IBO and set the new indices ? Ok, you will have to create new worldview martices for each object... Okej, I must think about a system to automate everything =).
"Hay othas optimizationes that make collison faster and also un crash bug fixed in el fracture code." Spanglish, Julio Jerez
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Re: Newton 2.0x Archemedia Open Beta

Postby Julio Jerez » Mon Sep 28, 2009 5:43 pm

bakura10 wrote:Sounds cool. But... Hum, you will have to create a lot of sub-mesh. Let's imagine that a single mesh with one big VBO and one big IBO (index buffer object) is broken into many submesh, so the only thing we have to do is map the IBO and set the new indices ? Ok, you will have to create new worldview martices for each object... Okej, I must think about a system to automate everything =).


I think you are getting into the UnKnow knowns here, let us to put the car in front of the horses just yet, trust me it is all part of the Plan.
I do not know if you know (there is that word again) this but I used to be a graphics programmer whio use to make entire Graphcis engione for Big companies.
Believe me I know a trick or two.
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Re: Newton 2.0x Archemedia Open Beta

Postby bakura10 » Mon Sep 28, 2009 5:50 pm

I do not know if you know (there is that word again) this but I used to be a graphics programmer whio use to make entire Graphcis engione for Big companies.
Believe me I know a trick or two.


Yeah I remember you told it long time ago. I trust you, you're the best ^_^. Just a silly question, why did you decided to create a physics engine and not a graphics engine, if this was your speciality ?
"Hay othas optimizationes that make collison faster and also un crash bug fixed in el fracture code." Spanglish, Julio Jerez
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