A place to discuss everything related to Newton Dynamics.
Moderators: Sascha Willems, walaber
by Aldeminor » Wed Jul 14, 2010 12:05 pm
Thanks all

And what about custom physical meshes? For example, we need to realise complex body with cavities and deepenings, such as big space cruiser, and want to correcly process all colisions with smaller objects. As I know, NGD creates its own "physical mesh" based on highest points of original 3D-object. How to avoid this?
-
Aldeminor
-
- Posts: 31
- Joined: Tue Jun 29, 2010 6:37 am
by JernejL » Wed Jul 14, 2010 5:14 pm
You can build a complex concave compound collision made of convex objects, decomposing a ship mesh model into concave pieces can be also done with a proper library.
Here is a example of a spaceship for a prototype game engine i made, it's used on wiki as example shape for compound collision:

-

JernejL
-
- Posts: 1587
- Joined: Mon Dec 06, 2004 2:00 pm
- Location: Slovenia
-
by Aldeminor » Tue Jul 20, 2010 7:52 am
Thanks all, guys! Answears is very useful, still working on a project!

-
Aldeminor
-
- Posts: 31
- Joined: Tue Jun 29, 2010 6:37 am
by Aldeminor » Wed Jul 21, 2010 5:57 pm
Another strange situation - why the angular speed increases when decreases object scale? Turning forces and body mass are unchanged, just scaling object and taking strange effect...

-
Aldeminor
-
- Posts: 31
- Joined: Tue Jun 29, 2010 6:37 am
by JernejL » Wed Jul 21, 2010 6:02 pm
What do you mean? your question is very unclear.. are you using very small objects and are experiencing integrator problems?
-

JernejL
-
- Posts: 1587
- Joined: Mon Dec 06, 2004 2:00 pm
- Location: Slovenia
-
by Aldeminor » Thu Jul 22, 2010 5:56 am
Trying to explain

We have an object with its constant mass and applying torque to it. All is okay, object turning. Then scaling it down (without changing mass) and again applying same torque - object turning faster. And vice versa - scaling object up and its turning slower with same torque.
-
Aldeminor
-
- Posts: 31
- Joined: Tue Jun 29, 2010 6:37 am
by Aldeminor » Sat Jul 31, 2010 10:57 am
Another one interesting moment. After applying torque to the body it has rotating by inertia with attenuation, slow down and eventualy stops. But there are small non-zero angular speed value when body reaching it stops too sharp. How to regulate this limit?
-
Aldeminor
-
- Posts: 31
- Joined: Tue Jun 29, 2010 6:37 am
by Julio Jerez » Sat Jul 31, 2010 11:51 am
There was a bug related to that and I fixed in 2.24, get that version (by editor the download link because it is not ready yet)
-
Julio Jerez
- Moderator

-
- Posts: 12452
- Joined: Sun Sep 14, 2003 2:18 pm
- Location: Los Angeles
-
by Aldeminor » Sat Jul 31, 2010 12:05 pm
Thanks for fast reply, Julio!

-
Aldeminor
-
- Posts: 31
- Joined: Tue Jun 29, 2010 6:37 am
by Aldeminor » Sun Aug 01, 2010 3:11 pm
We are download 2.24 version, but it's still has a problem with small values of torques and forces. What we could do wrong?
Also, dll's in 2.24 signed as 2.23

-
Aldeminor
-
- Posts: 31
- Joined: Tue Jun 29, 2010 6:37 am
by Julio Jerez » Sun Aug 01, 2010 3:46 pm
but what is the problem you have, I do not knwo what you mean small torque.
I beleive the inertia is just fine,
you go me all confused, you speak abut simulating Planets, and space tuff and then you speak of small torque, I do not know what you are doing.
-
Julio Jerez
- Moderator

-
- Posts: 12452
- Joined: Sun Sep 14, 2003 2:18 pm
- Location: Los Angeles
-
by Julio Jerez » Tue Aug 03, 2010 12:12 pm
Ok I just download this and I see what you mean, that look like a big bug, but I do not think this is relate to Newton, as I never seen anything like that in newton.
It is amost like sonethong is clamping the velocity to zero when it reach some small value plus snapin teh position to some king of center.
Anythong liek that will bring compltere caos in a simulation with many resting bodies.
can you post here the Force and truqe call back code you are using to move the ship.
also are you using any joint to mopve teh ship?
anyway I will debug tonigh to see if I can see what it is.
-
Julio Jerez
- Moderator

-
- Posts: 12452
- Joined: Sun Sep 14, 2003 2:18 pm
- Location: Los Angeles
-
by Aldeminor » Tue Aug 03, 2010 1:46 pm
Julio Jerez wrote:can you post here the Force and truqe call back code you are using to move the ship.
Our programmer said all source code are included in archives. He can cut up what you told few hours later, I'll post it.
Julio Jerez wrote:also are you using any joint to mopve teh ship?
No, just straight applying forces to body.
And this terrible effect also appears even if we set angular velocity, without torques - ship stops turning at near zero speed.
[offtop]
Julio, can you post link on fullsize logo of Newton? We want to place it in the bootscreen of our project

-
Aldeminor
-
- Posts: 31
- Joined: Tue Jun 29, 2010 6:37 am
by Julio Jerez » Tue Aug 03, 2010 1:56 pm
Aldeminor wrote:No, just straight applying forces to body.
And this terrible effect also appears even if we set angular velocity, without torques - ship stops turning at near zero speed.
[offtop]
Julio, can you post link on fullsize logo of Newton? We want to place it in the bootscreen of our project

Ok I will check it out tonight.
the logo is in the FAQ part of the forum
-
Julio Jerez
- 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 423 guests