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# Force/Torque & Vector Fields

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Hey,

For my current game I developed a scripting language to describe vector/scalar fields (similar to the approach on [url="http://bitsquid.blogspot.co.uk/2012/10/a-data-oriented-data-driven-system-for.html"]bitsquid[/url]). It's working well for simple particle systems, but I'd now like to use it for our main game physics as well. The problem is, how can I generate the torque for a body given a field? A simple, brute force approach would be to sample the field at multiple points of the meshes surface and generate a force/torque. However, this would be:[list=1]
[*]Inaccurate
[*]Too computationally expensive to run on multiple game objects (based on profiling of the particle system and the number of objects in our scenes).
[/list]
Any suggestions? We already use [url="http://en.wikipedia.org/wiki/Helmholtz_decomposition"]Helmholtz Decomposition[/url] to split our fields into div/curl free parts, which simplifies matters. I'm sure my old electrodynamics books could help, but I can't find them just now.
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They designed that system to animate things like particles, cloths, grass, trees... It does not seem to be very well suited for rigid body simulations.
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That's the conclusion I was coming to. It's unfortunate as I have already created some interesting effects using the brute force method and representing a mesh as a sphere tree (with each sphere acting as a constrained particle). If you'd like to see what I mean, I'll be releasing a tutorial on our vector calculus scripting language at the end of next month which includes this demo.

Anyway, given the size of our scenes, I guess the main game objects are stuck with central forces and specific, optimized handlers for non-central forces for now. If anyone has any other ideas I'd welcome them. Edited by Mark Slater
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