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

    selection_626

     
  • 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):

    triball-screenshot01

    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.

    triball-screenshot02

    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

    hollowed-engine00

    hollowed-engine01

     
  • 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!

    screenshot08232016_200741558

    screenshot08232016_200747691

    screenshot08232016_200751290

     
  • 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

    https://github.com/bulletphysics/bullet3

     
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