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axcho


Active Member


Joined: 09 Nov 2004
Posts: 555

Posted: 01 Apr 2006 04:09:35 pm    Post subject:

I'm not sure how to do friction with the ground...

Quote:
bouncing off walls and the ground would never be cooler looking.
Does this mean that it would be cool, or not be as cool as having friction with the ground? Anyway, you would be able to change the settings to whatever you think is coolest.
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threefingeredguy


Advanced Member


Joined: 01 Sep 2005
Posts: 479

Posted: 01 Apr 2006 05:21:46 pm    Post subject:

Jim e wrote a fast line drawer and he did some square root stuff, but I'm not sure what, exactly.
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Super Speler
Super Awesome Dude


Calc Guru


Joined: 28 Nov 2005
Posts: 1391

Posted: 01 Apr 2006 05:52:30 pm    Post subject:

I meant that hitting a wall should reverse the direction of movement without losing an ounce of speed until you hit the ground... gravity should be week also so you bounce a few times.
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axcho


Active Member


Joined: 09 Nov 2004
Posts: 555

Posted: 01 Apr 2006 10:07:50 pm    Post subject:

Where would I find this fast line drawing routine?

Quote:
I meant that hitting a wall should reverse the direction of movement without losing an ounce of speed until you hit the ground...
Oh, I suppose I could have different settings for the walls and for the floor. I was just thinking of making all the boundaries the same. But it wouldn't be too hard to have different settings for each.
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Fr0stbyte124


Advanced Newbie


Joined: 26 Jan 2006
Posts: 98

Posted: 03 Apr 2006 05:35:50 pm    Post subject:

Friction is kind of interesting, because there are two kinds: sliding and stationary. When two objects slide passed each other, that kind of friction is simply a negative accelleration. When it is stopped, it has a different frictional coefficient that acts as a threshold before the object begins to slide. The best way to get them to look good is probably trial and error.
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axcho


Active Member


Joined: 09 Nov 2004
Posts: 555

Posted: 03 Apr 2006 10:01:07 pm    Post subject:

I probably won't implement static friction, since I can't think of an easy way to do it at the moment.

By the way, I've been working on a ragdoll physics prototype in Flash. Do you want to see it?
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elfprince13
Retired


Super Elite (Last Title)


Joined: 11 Apr 2005
Posts: 3500

Posted: 03 Apr 2006 10:05:20 pm    Post subject:

link us up </bad pun>

Kllrnohj just came up with a really fast circle drawing routine....almost instantaneous.
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CDI


Advanced Member


Joined: 05 Nov 2005
Posts: 267

Posted: 04 Apr 2006 04:47:52 pm    Post subject:

axcho YES! PLEASE Razz
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Fr0stbyte124


Advanced Newbie


Joined: 26 Jan 2006
Posts: 98

Posted: 06 Apr 2006 06:50:31 pm    Post subject:

Where's this circle routine? I can't find it.
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Liazon
title goes here


Bandwidth Hog


Joined: 01 Nov 2005
Posts: 2007

Posted: 06 Apr 2006 07:21:03 pm    Post subject:

axcho wrote:
I'm not sure how to do friction with the ground...


How'd you stop the guy from moving in N-Game? Or did he not slide to a halt?
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Brazucs
I have no idea what my avatar is.


Super Elite (Last Title)


Joined: 31 Mar 2004
Posts: 3349

Posted: 06 Apr 2006 07:34:37 pm    Post subject:

Disturbing, yet surprisingly on topic.
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Fr0stbyte124


Advanced Newbie


Joined: 26 Jan 2006
Posts: 98

Posted: 06 Apr 2006 07:58:36 pm    Post subject:

That is why static friction is important. Wink
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programmer_to_be
Jesus is my Lord and Saviour.


Elite


Joined: 07 Feb 2006
Posts: 755

Posted: 06 Apr 2006 08:31:52 pm    Post subject:

Ouch, that video looks pretty harsh. Good thing the girl wasn't real! Very Happy
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elfprince13
Retired


Super Elite (Last Title)


Joined: 11 Apr 2005
Posts: 3500

Posted: 06 Apr 2006 09:28:13 pm    Post subject:

Fr0stbyte124 wrote:
Where's this circle routine?  I can't find it.
[post="74473"]<{POST_SNAPBACK}>[/post]


http://kllrnohj.com/calc/node/24

TiCalc.org is a little slow on the uptake lately....
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Brazucs
I have no idea what my avatar is.


Super Elite (Last Title)


Joined: 31 Mar 2004
Posts: 3349

Posted: 06 Apr 2006 09:44:38 pm    Post subject:

programmer_to_be wrote:
Ouch, that video looks pretty harsh. Good thing the girl wasn't real! Very Happy
[post="74494"]<{POST_SNAPBACK}>[/post]

It's not a video... you can drag her around.
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CoBB


Active Member


Joined: 30 Jun 2003
Posts: 720

Posted: 07 Apr 2006 01:24:44 am    Post subject:

Interesting, I saw that first with Mr. Bush.
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kalan_vod


Advanced Member


Joined: 04 Sep 2005
Posts: 446

Posted: 07 Apr 2006 03:26:48 pm    Post subject:

Brazucs wrote:
Disturbing, yet surprisingly on topic.
[post="74485"]<{POST_SNAPBACK}>[/post]

I saw one with president Bush, it was little better though (screen scrolled with your mouse, only when you clicked on him).
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programmer_to_be
Jesus is my Lord and Saviour.


Elite


Joined: 07 Feb 2006
Posts: 755

Posted: 07 Apr 2006 05:31:16 pm    Post subject:

Do you have a link with the one with Bush? Sounds funny!
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Brazucs
I have no idea what my avatar is.


Super Elite (Last Title)


Joined: 31 Mar 2004
Posts: 3349

Posted: 07 Apr 2006 05:52:04 pm    Post subject:

http://www.starterupsteve.com/flash/html/falling_bush.shtml

kalan_vod, I don't see the difference.


Last edited by Guest on 07 Apr 2006 05:52:51 pm; edited 1 time in total
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axcho


Active Member


Joined: 09 Nov 2004
Posts: 555

Posted: 08 Apr 2006 12:24:07 am    Post subject:

Quote:
How'd you stop the guy from moving in N-Game? Or did he not slide to a halt?
That was a completely different physics model. In that one, there was a running mode, where the friction was higher than in falling mode. Also, there was no static friction. With ragdoll physics, there is no clear way to delineate running and falling, especially since you are modeling a collection of points, not just a single point.

The way interaction with the walls and ground works now is that if a node is outside the boundaries, I change its position to be right on the boundary. I also change the velocity to make it bounce.* To add friction, I could decrease the velocity on the other axis. This is simple for perfectly horizontal and vertical walls, but I can't think of an efficient way to implement friction for other angles (meaning collisions with enemy limbs).

*Actually there is no velocity variable in Verlet integration. Instead, I change the old position and calculate the velocity from that each frame. That makes friction even more complicated.

shhh :ninja:
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