e64

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  1. How does this comapre to Vortex? Can you simulate things like cranes, forklifts, tanks, etc?
  2. Have you looked at the code for the physics abstraction layer? http://pal.sf.net/
  3. hardware-accelerated matrix-calculations

    These are the other GPGPU technologies: Stanford Brook GPU, ATI Close to the Metal, Microsoft GPU Accelerator, U. Waterloo/RapidMind Sh I haven't played with them all myself, but it would seem as if Brook/Sh/Accelerator are "multi-platform" (ie: AMD & nVidia). If you do check them out, a quick summary of your opinion on all would be great to hear. [Edited by - e64 on January 24, 2008 10:45:10 PM]
  4. Interesting project, inspired by Ijspeert? Anyway, I don't think applying a hydrodynamic model at that level would be very realistic, since the water flow will effect the body very differently, and otherwise it would just be a very rough approximation. I would suggest you use particle based fluid methods instead. Otherwise, for a not-so-rough approximation you could split the salamander into seperate sub-bodies and calculate the hydrodynamics on each. (See Scott McMillans thesis on Dynamechs for the maths on this)
  5. Newton Or ODE?

    Quote:Original post by EmptyVoid Very nice!!!! although I would still have to reprogram it after I find the right one. =/ no, if you wanted to take advantage of a specific feature of an engine you can just inherit that directly, eg "#include palNovodex.h" and then use the GetScene() to get at the underlying novodex code - that way you don't need to modify any existing code at all.
  6. Newton Or ODE?

    Why don't you just use a physics engine wrapper? That way you can just target a specific engine later or use multiple engines.... As for which one is better for your problem, just try them all with the wrapper, and then you will know.
  7. In short, you don't. Go the other way, convert your concave polys into convex polys. See SWIFT++, http://www.cs.unc.edu/~geom/SWIFT++/ and Cocave decomposition sample code: http://codesuppository.blogspot.com/
  8. Anyone here using PhysX?

    yes, physx will need the mesh in a very specific format,.. i can't recall how exactly, but it is burried somewhere in the documentation.. you can check the pal novodex source code for reference.. terrain height map is what you want..
  9. Physics Engine architecture

    Read List of physics engines and reference material sticky. Especially Kenny Erleben's Ph.D Thesis on Multibody Dynamics Simulation and Baraff Siggraph notes
  10. Fast Vector Library - With SSE

    Quote: I agree with the D3DX suggestion I'll third that opinion, but try this if you want something open: Sony Vector Math library and SIMD math library I belive you will also be able to find some old intel&amd app notes that provide a lot of good code.
  11. Quote:Original post by Grain I think it was called TR1 or something like that. From the horses mouth: http://herbsutter.spaces.live.com/blog/cns!2D4327CC297151BB!364.entry?&_c02_owner=1
  12. Benchmarks/copmarisons: Physics abstraction layer interactive benchmark graphs (to help you choose the most appropriate physics engine) Evaluation of real-time physics simulation systems (contains a matrix comparison of the features of 7 different engines) Evaluation of Physics Engines and Implementation of a Physics Module in a 3d-Authoring Tool Physics content creation: Scythe physics editor Articles/Resources: Adrian Boeing's physics engine list Wikipedia Physics Engine article Racing car physics Chris Hecker's Rigid body tutorials Roy Featherstone's publications (see the excellent overview paper: Robot Dynamics: Equations and Algorithms. IEEE Int. Conf. Robotics & Automation, pp. 826-834, 2000.) Gaffer on game physics Flight gear, aerodynamics SSS, aerodynamics More Engines: see Adrian Boeing's physics engine list, eg: Dynamechs Notes: -OPAL is no longer being developed (ie:dead) -Tokamak is publicly available, and open source, see tokamak downloads
  13. Quote: why don't you write this find-functionality yourself? I was doing this, and then I figured someone else must have done it before.. :) Thanks for your code snippets!
  14. Hi, Does anyone know of a lightweight cross-platform file system library? I'd like to do a cross-platform "find-file" ("dir/ls" will do too.) I know of boost::filesystem, but I do not wish to include the whole boost package just to add this functionality. Thanks.
  15. centre of gravity

    see http://www.geometrictools.com/Documentation/PolyhedralMassProperties.pdf