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  • xuv 17:43 on 2016-10-25 Permalink | Reply
    Tags: , physics, ,   

    Polymorph weekly news #9 

    Tuning Scores chair physics

    No news is good news. Polymorph is alive and kicking. The train is on its tracks. The ball is rolling.

    It’s already almost a week since I’ve chatted with @frankiezafe and @louise about the advancements of their project. You might have also noted that they don’t post much either on this blog. As François says it, it’s because the progress they make is not that big of  step to share, or does not produce some visuals that would look good on the blog. Back a couple weeks, when features where being added almost every day, things were exciting. Now, the real work of polishing and improving what has been initiated is actually happening and that just does not seem as exciting to share. Although it’s exciting for the team to see it growing.

    A second meeting with Contredanse was much more productive and finally we started talking about gameplay. Baptiste and Florence could put their hands on the mouse and feel what a player could feel. Discussion ensued on object movements and reactions in the virtual world. The manipulation of the camera created interesting problems and awkwardness that needs to be addressed. And a common set of objects has been defined and should be limited to a stone, a stick, a chair, a cup and a chain for now. @louise is iterating on the appearance of those and playing around with their physics properties.

    François is deep into physics programming. He also took a big decision regarding all the tools he is building. Instead of trying to produce some independent Ogre libraries, he will concentrate on making it all work in the Polymorph Engine (PE). As a reminder, the PE is a bundle, a package of great open source libraries to make video games. The choice to release work as a bundle instead as independent modules is mainly a practical one. It will take less time to code. The modules are also very much interdependent for now. So making them detachable from the PE would require extra work that the team does not have at the moment. Maybe in the future. But again, making a full featured game engine on top of Ogre was always one of the goal of Polymorph. The ability to break this apart is then for later.

    Where is PEEL you might ask? On hold for now. Tuning Scores is the priority since the prototype needs to be delivered by December. All eyes are on this goal now. And challenges remain, such as multiple mouses input for example. Anyway, all progress on Tuning Score is good for PEEL. So no worries, François will be back on it for Christmas.

    See you next time.

    PS: All screenshots by @louise

    Tuning Scores chair

  • frankiezafe 18:18 on 2016-10-09 Permalink | Reply
    Tags: , ogre, physics,   

    After some posts with images, schemas and long technical descriptions, here is the result.

    The chain is breaking when there’s too much stress along the links…

  • frankiezafe 22:29 on 2016-10-04 Permalink | Reply
    Tags: , , physics   

    Physical primitive of the day: the cylinder.
    Loaded from blender, of course.


  • frankiezafe 18:17 on 2016-10-03 Permalink | Reply
    Tags: , , physics, ,   

    How to prepare meshes and its physical version in blender usable in polymorph engine?

    How it’s looking like once done in the right way:

    For this mesh (a kind of quad pods not very well done):


    You can resume the shape with:

    • 4 boxes, surrounding the legs of the shape
    • and 4 spheres, surrounding the ends of each legs.

    To do so, design the collider using cubes and sphere (low resolution ones, i’ve used 10×5 just because it will look nicer in the screenshots :)).

    Attribute a different material to each part using this naming convention:

    • material for boxes starts with “box_”;
    • material for spheres starts with “sphere_”.

    The different colors of materials is just to make the screenshot clearer.


    Apply a triangulate modifier to ensure you don’t have any ngon in your meshes.

    Once all this is done, export the meshes using blender2ogre addon.

    The importation steps will be described in the full tutorial, with the complete documentation.

  • frankiezafe 18:18 on 2016-10-01 Permalink | Reply
    Tags: , , physics   

    Bullet’s compound shapes wrapper for ogre.

    A tutorial on how to prepare your meshes is being written and will soon be completed > https://bitbucket.org/polymorphteam/pe.2.0/wiki/bullet-compound



  • frankiezafe 19:52 on 2016-09-24 Permalink | Reply
    Tags: , , , physics,   

    Demo of physics in polymorph engine.

    A lot of stuff has been fixed since yesterday, but severe improvments are still to be done.

    In the video, only convex hulls and simple colliders (cubes & spheres) are used.

    To add a custom collider on a PNode, you call:

    pnode.load( sceneManager, “General”, “my-high-resolution.mesh” );
    pnode.physics( polymorph::BT_DYNAMIC_CONVEX, “General”, “my-low-resolution.mesh” );

    “my-low-resolution.mesh” will be used to calculate physics.

    Using convex is a problem for the blue thingies: the torus is not empty, but convered by an invisible “skin”. Therefore, other objects can not go through this huge hole… The issue should be solved by using the btGImpactMeshShape, but the shapes are behaving strangly when enabled. They jumps all the time…

  • frankiezafe 19:15 on 2016-08-23 Permalink | Reply
    Tags: , , physics   

    Bullet first steps.

    After reading the very basic bullet quick start pdf (and therfore really quick, indeed), bullet starts to animate #ogre3d objects.

    A remark: sphere basic prefabs in ogre3d has a default radius of 50!




  • frankiezafe 09:34 on 2016-08-18 Permalink | Reply
    Tags: , , physics   

    Starting installation of #bullet in ogre.

    First step is to install bullet, and the example browser is very promising.

    Bullet Physics ExampleBrowser using OpenGL3+. Release build_673


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