How To? Airwave

A place to discuss everything related to Newton Dynamics.

Moderators: Sascha Willems, walaber

How To? Airwave

Postby Carli » Sun Feb 07, 2010 1:52 pm

Hi,

i want to implement an explosion into my game and i wonder how to realize an airwave.

- what is the optimal way to implement an object finder without scanning the whole map
- how can I check if an object is hidden by another one
Carli
 
Posts: 245
Joined: Fri Oct 02, 2009 5:28 am

Re: How To? Airwave

Postby JernejL » Sun Feb 07, 2010 3:51 pm

Carli wrote:Hi,

i want to implement an explosion into my game and i wonder how to realize an airwave.

- what is the optimal way to implement an object finder without scanning the whole map
- how can I check if an object is hidden by another one


NewtonWorldForEachBodyInAABBDo is very efficient spatial body search for events like explosions that you desire to simulate.
Help improving the Newton Game Dynamics WIKI
User avatar
JernejL
 
Posts: 1587
Joined: Mon Dec 06, 2004 2:00 pm
Location: Slovenia

Re: How To? Airwave

Postby PJani » Mon Feb 08, 2010 6:39 pm

quick question, its in my ToDo list.
how can i calculate a approximated box(which approximate collision of some body) surface which will be hit by an explosion air wave. The pressure explosion unleashes is in N/m^2 that why i want to get approximated surface of body?
| i7-5930k@4.2Ghz, EVGA 980Ti FTW, 32GB RAM@3000 |
| Dell XPS 13 9370, i7-8550U, 16GB RAM |
| Ogre 1.7.4 | VC++ 9 | custom OgreNewt, Newton 300 |
| C/C++, C# |
User avatar
PJani
 
Posts: 448
Joined: Mon Feb 02, 2009 7:18 pm
Location: Slovenia

Re: How To? Airwave

Postby JernejL » Mon Feb 08, 2010 7:37 pm

PJani wrote:quick question, its in my ToDo list.
how can i calculate a approximated box(which approximate collision of some body) surface which will be hit by an explosion air wave. The pressure explosion unleashes is in N/m^2 that why i want to get approximated surface of body?


You could use the support vertex functionality to get a approximate silhuette surface size from a particular angle, but that would not properly take into account if a object is hidden behind another object, etc..
Help improving the Newton Game Dynamics WIKI
User avatar
JernejL
 
Posts: 1587
Joined: Mon Dec 06, 2004 2:00 pm
Location: Slovenia

Re: How To? Airwave

Postby Julio Jerez » Mon Feb 08, 2010 11:51 pm

LIke delfi say, you can use the support vert function, check the ogrenet wraper.
but even faster that tha will be get AABB, since the AABB do not have to be exact.

the good thing about using the suppport vertex is the you do not need to use a AABB you can use the cross setion of the face facing the shock wave of the explosion.
bacially you can get a quad of a triangle perpendicular to the direction of travel of the explosion and use the area ad a mesure of the impact force..
that way big objects will get more of the shock wave than small objects .
Julio Jerez
Moderator
Moderator
 
Posts: 12452
Joined: Sun Sep 14, 2003 2:18 pm
Location: Los Angeles


Return to General Discussion

Who is online

Users browsing this forum: No registered users and 145 guests