Version 0.1 Alpha Release: Irrlicht Dedicated Physics Engine

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Radikalizm
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Post by Radikalizm »

Alpha Omega wrote: (I am a chemical engineer so sorry for the vocabulary).
I'm an engineering student myself, so the vocabulary is not a problem ;)
fmx

Post by fmx »

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Good luck, and may the force be with you...
devsh
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Post by devsh »

Use OctTrees for pruning, use OctTrees for ALL!
Alpha Omega
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Post by Alpha Omega »

Just posted a new video that represents frictional 2D co-planar collisions. I think they came out really nice. Anyone have a good bowling or shuffle board game for a stress test? :P
sudi
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Post by sudi »

looks really nice but doesn't it miss rotation?
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Alpha Omega
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Post by Alpha Omega »

Sudi wrote:looks really nice but doesn't it miss rotation?
The cubes rotate when they collide. I am still working on the scaling so in that specific example they do not rotate by much but they do rotate. Think of it like a pool ball. When you make a corner shot the balls do not rotate but bounce off at an angle. The angle they come off the collision is a result of the torque applied on both bodies.
ulao
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Post by ulao »

Does it have support for terrains or big heightfields? Will you be making an irredit plug in?
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devsh
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Post by devsh »

Check out the GPU gems 3 - GPU physics representing objects as balls of particles...

@ ulao:
I havent heard the new album yet, I wanna go to their concert.... but I live far away and I cant get a train back same day :(
Fury.
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Post by Fury. »

great work. :) it is not too difficult adding more complex phisics. think especially about 3d islands (group of items moving together). this is very usefull to speed up computing .
Alpha Omega
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Post by Alpha Omega »

Posted a speed test using OBB collision detection. Its only half way implemented and using a check cheap collision check, not as check as AABB but still cheap.
Luben
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Post by Luben »

This is kewl :] But did i just see the cubes intersecting each other @~23 seconds in that latest video? :p
Alpha Omega
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Post by Alpha Omega »

Luben wrote:This is kewl :] But did i just see the cubes intersecting each other @~23 seconds in that latest video? :p
Still working out all the bugs :wink:
REDDemon
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Post by REDDemon »

I have already have phisic engine for my simple 2d game. But I'll take a try with your phisics manager. if it is good I will use it, since some features are already a TODO in my game I can help you a bit founding bugs and stress testing things.

EDIT: it seems to miss the download link. will you leave it opensource?
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Alpha Omega
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Post by Alpha Omega »

REDDemon wrote:I have already have phisic engine for my simple 2d game. But I'll take a try with your phisics manager. if it is good I will use it, since some features are already a TODO in my game I can help you a bit founding bugs and stress testing things.

EDIT: it seems to miss the download link. will you leave it opensource?
Once the project is in a releasable state a download link will be posted. It will most likely remain opensource. Once I finish up this last bit of collision detection I will most likely post an alpha release so the basics can be thoroughly evaluated. If you would like to stress test that would be appreciated :D .
Alpha Omega
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Post by Alpha Omega »

Just posted anew video update. It is the first stress test for the engine. Its to test how many physics objects can spawn in the world. I tested with 1000 cubes. I did the video in real time so it is laggy but it ran and for 1000 cubes in real time, checking all collisions simultaneously was not a bad first attempt video is on the OP.
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