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bardok14324

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About bardok14324

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  1. bardok14324

    Help on spring physics

    I'm sorry for the late reply It's physX 2.8.1 ( because it still has soft bodies). I would if I could understand it all, but sadly at this time it's too late for me to do that. however I would really appreciate it if you could offer some samples on soft bodies. Perhaps I will find my mistake by understanding it . Thank-you for your helpful posts, it helped solve a couple of my problems.
  2. bardok14324

    Help on spring physics

    I checked it , it happened the way you said it would. I also tried to tie the particles using some form of spring joints from the engine with a little work around, and it had the same effect ( tendency to move in one direction). I'm beginning to believe that it could be due to the fact that the springs are made uneven ( n particles tied to m particles and no spring between the n or the m particles for stability).
  3. bardok14324

    Help on spring physics

    The physics engine does all the work, I interact with the soft bodies by just applying force through the interfaces it provides me. The forces are calculated for all the particles which are tied by such springs and are added before the simulation step is taken ( a call to a function simulate(time_step)). Other than through forces it allows me to set/get the each particle's velocity and position.
  4. bardok14324

    Help on spring physics

    Thanks for clarifying that. I did as you told me but the problem persists. I tried introducing a damping force like this one f = -k[sub]d[/sub] v1 where v1 is the velocityof the particle in question when computing the forces acting upon it ( I hope I phrased it right) The effect was that the unusual movement was considerably reduced but still persists and seems to be constant no matter how much I raise k[sub]d[/sub] . I was thinking if I should add an angular damping force also, but I can't find a formula to make some sense of. Could you please tell of a formula for an angular damping force?
  5. bardok14324

    Help on spring physics

    Thank-you for your help. Instead of explaining (as I'm bad with description) I recorded it for showing. The velocity of the particles is given to me by the simulator. But I don't understand something now, if v is the dot product then the term bv is a number. Do I substract that value from all components or only from the .x component?
  6. bardok14324

    Help on spring physics

    Excuse me for the incomplete description. Yes x is the distance between particle positions , the complete formula should have been F = -k(|x|-d)(x/|x|) - bv where d should be the rest length. I don't know why using this formula makes both soft bodies move on their own(for a big k)
  7. bardok14324

    Help on spring physics

    Hello, I'm working with soft bodies using a physics engine. The soft bodies are simulated as tetrahedrons. My purpose is to unite 2 soft bodies that were once whole in the original mesh. In the simulator they are each a different entity . I thought that I should use spring physics to unite them. I used the following formula to unite the particles: F = -kx -bv where x is the difference between the 2 points that are attached by a string and v the difference of velocity between the two. My problem is that for a small k when I pull a softbody the other tends to follow slow, on the other hand if I increase the constant too much the two soft bodies move on their own but they stay attached correctly. I haven't been able to find a good value for a compromise. If someone can help me either with a new direction perhaps a different kind of force or another solution I would be very thank-full.
  8. bardok14324

    PhysX softbody suspension

    This problem is regarding the 2.8.1 SDK version of PhysX .My requirement is to have a SoftBody that is suspended in mid air but still allows for interaction against other elements(like rigid bodies) that can cause deformation or bending on it, but the SoftBody should not move as a result of it nor should it rotate. Upon searching I have found if has something to do with the damping factor however setting it to maximum still causes it to move as a result form the interaction . Unfortunately the linear or angular damping is only available for actors. Can someone please suggest a way to achieve the desired effect? Thank-you in advance
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