Inertia problems

A place to discuss everything related to Newton Dynamics.

Moderators: Sascha Willems, walaber

Re: Inertia problems

Postby 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

Re: Inertia problems

Postby 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:
Image
Help improving the Newton Game Dynamics WIKI
User avatar
JernejL
 
Posts: 1587
Joined: Mon Dec 06, 2004 2:00 pm
Location: Slovenia

Re: Inertia problems

Postby Aldeminor » Tue Jul 20, 2010 7:52 am

Thanks all, guys! Answears is very useful, still working on a project! :D
Aldeminor
 
Posts: 31
Joined: Tue Jun 29, 2010 6:37 am

Re: Inertia problems

Postby 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... :shock:
Aldeminor
 
Posts: 31
Joined: Tue Jun 29, 2010 6:37 am

Re: Inertia problems

Postby 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?
Help improving the Newton Game Dynamics WIKI
User avatar
JernejL
 
Posts: 1587
Joined: Mon Dec 06, 2004 2:00 pm
Location: Slovenia

Re: Inertia problems

Postby 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

Re: Inertia problems

Postby 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

Re: Inertia problems

Postby 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
Moderator
 
Posts: 12452
Joined: Sun Sep 14, 2003 2:18 pm
Location: Los Angeles

Re: Inertia problems

Postby Aldeminor » Sat Jul 31, 2010 12:05 pm

Thanks for fast reply, Julio! :)
Aldeminor
 
Posts: 31
Joined: Tue Jun 29, 2010 6:37 am

Re: Inertia problems

Postby 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

Re: Inertia problems

Postby 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
Moderator
 
Posts: 12452
Joined: Sun Sep 14, 2003 2:18 pm
Location: Los Angeles

Re: Inertia problems

Postby Aldeminor » Sun Aug 01, 2010 4:20 pm

Look at tech-demo:
http://file.qip.ru/file/GxxS_K5n/arhivchik.html (download this)
http://file.qip.ru/file/pNR9w5Tt/arh2.html (and then replace files)
Launch PhysicSample.exe
The ship is not reacting on small amounts of forces applying to it, and when rotating, it stops too sharp.
Controls - qewasd, 1-9 is throttle, arrows or right click to mouse control. Use mouse, you will understand what I mean.
PS: Sorry, forgot one dll: http://file.qip.ru/file/0rPLZ736/MTV3D65.html
Place it in Debug directory.
Aldeminor
 
Posts: 31
Joined: Tue Jun 29, 2010 6:37 am

Re: Inertia problems

Postby 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
Moderator
 
Posts: 12452
Joined: Sun Sep 14, 2003 2:18 pm
Location: Los Angeles

Re: Inertia problems

Postby 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

Re: Inertia problems

Postby 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
Moderator
 
Posts: 12452
Joined: Sun Sep 14, 2003 2:18 pm
Location: Los Angeles

PreviousNext

Return to General Discussion

Who is online

Users browsing this forum: No registered users and 0 guests

cron