A place to discuss everything related to Newton Dynamics.
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by grassgames » Wed Sep 29, 2010 11:18 am
Is there any way to temporarily disable or remove bodies so calls to NewtonUpdate() will ignore them?
I'm doing ball projectile deterministic calculations and I want to do them with just the ball and without the floor etc. involved - is this possible?
Thanks in advance...
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grassgames
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by grassgames » Wed Sep 29, 2010 12:48 pm
Further investigation reveals that NewtonMaterialSetDefaultCollidable() is what I want I think.
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grassgames
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by Julio Jerez » Wed Sep 29, 2010 2:34 pm
you can have a working world withe the object you want for the test.
basically you set it to the initial coditions and run the working work for predition.
The working world can have a small represention of what you are predicting, so you only need to reset it before start the prediction.
in fact you can place the working world in a separate thread so that predictions can be done asycronous with the simulation.
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by grassgames » Thu Sep 30, 2010 9:05 pm
Yes that works great and I have it implemented that way now - thanks.
I've noticed that I get a different projectile if using an Update of (1/60) compared to say an update of (1/500) - is this a problem with on my side, or expected behaviour ? Its seems the air friction or something is slowing the ball down more when a smaller Update amount is used.
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grassgames
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by Julio Jerez » Thu Sep 30, 2010 10:39 pm
different updates rate will produce differnat integration curves because numerical inetgration error are aproximation of exact integrations.
bu that is teh price we paid for solve diffrecacil equation numerically in a computer. the shorted the step the more acurate,
Se Numerical integration methods: Runge Kutta, and euler in wikipedia so that you have a better idea of why this happens.
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Julio Jerez
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by grassgames » Fri Oct 01, 2010 11:31 am
Ok - thanks for the info.
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grassgames
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