New iRIGID Engine demo
Community Forums/Showcase/New iRIGID Engine demo
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Here's the new rigid body engine demo. Engine Features: - Supports objects of any size and shape, with different weights and offkilter center of gravity. - Supports external springs and particle locking. - Realtime timestep adjustment possible. Use mouse to insert some forces to particles. If you punish them hard enough, they can act in a bizarre ways. Just add the amount of iterations. It's allmost imposible to get simulation to go crazy with iterations >4. Here's a screenie and a download link: ![]() http://www.kotiposti.net/naama/irigid12.rar Have fun... |
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ahhh.... should be http://www.kotiposti.net/naama/iRIGID12.rar |
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Fabulous! 1 Iteration | 1024x768 | 200 Objects | Limit: 50-51 FPS | No Limit: 150-200 FPS 8 Iterations | 1024x768 | 200 Objects | Limit: 50-51 FPS | No Limit: 50-55 FPS Win2000 | P4 2.2GHz | 1GB Ram | GeForce 4-Ti4200 Fredborg |
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Fantastic ! 1024x768, 200 objects 1 iteration, 42 FPS 2, 39 4, 33 8, 26 |
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oh... and please tell me how it runs with different number of iterations... thanks. |
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Holy......... |
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Wow, this works brilliantly! May I ask what your plans are for this system? You're obviously keeping it all 2D... At the highest resolution, with all items, my frame rate was 49 for 1 iteration, dropping to 26 for 8 iterations. Is this calculation processor dependant? That is, if I had a really crappy 3D card, would I get similar results? |
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Yes, calculations are all processor dependant. I'm just making the engine for my game, which is a 2d duel game (propably), so I don't know what my plans are for the engine, except I'm gonna make it better ;) It would be nice to see if it can be made in 3d... but I'm first atleat going to perfect the current 2d one and learn some more about physics. |
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Just wonderin, what the hell is an "iteration" ? Just every time I jack it up some the FPS drops a bit... |
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Iterations is the amount of times the physics part is updated per loop. So when you add more iterations, the collide system and rest of the calculus becomes more accurate. And so there's less penetrating of objects etc... |
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i cant download it, when i click on it it just gives tones of letters and symbols |
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Use rightmouse + save target as........... that should work. |
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Any chance of a zip version? I always get CRC errors with WinAce and don't fancy installing any other unpackers. |
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Very very cool stuff! |
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wow, very cool stuff!!! |
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A zip version would be great : I am in the same situation as SSS and Syntax Error :-( |
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I can say flat out I would pay $200 for that. If you were selling it :). Best rigid body physics ive seen thus far. |
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Here's the ZIP version: http://www.kotiposti.net/naama/iRIGID12.zip |
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Nice engine, although the sprites will be a little dependant on 3D hardware since render speeds will be added to the calculations. |
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Amazing stuf naama!! Reminds me very much of the Actor Demo. See www.vividimage.co.uk |
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thats is by far the best rigid body physics system ive ever seen! |
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Excellent! that is fantastic and very fast! will you be doing a 3D version of this??? |
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Changed my name to Bouncer if anyone wonders... bradford6: At the moment no.... later maybe. |
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Bouncer, you WILL do a 3d version of this. You are under my direct control. watch the pendulum swinging slowly...you are feeling lightheaded and sleepy...that's right... seriously. This is a fantastic demo |
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Got my FPS rates down, got same results for the first few rez's : 200 objects, 1 iteration, 104 FPS 2, 78 4, 52 8, 31 AMD Athlon XP1800+, 512mb DDR RAM GeForce4 TI4600 (which aint even workin right..) On another note, just notice theres this cursor I can move around with the mouse and grab things with. =D Cooooool... |
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could you make that in 16 bit, 32 bit doesn't work on my computer. |
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k 1024x768 200 objects @ 8 iterations 50+ fps xp 2200+ 512 ddr ti 4600 |
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Ditto on the 16 bit please. :) |
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that is the fricken BOMB! and I agree with T-Bogard. I'd be willing to cough up dosh for that engine, even just in 2d. |
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How did you do it? would you be willing to post a tutorial on the physics involved? |
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Come on Bouncer you KNOW you want to do a 3D version! ;) |
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yeah man that would be soooo cool, and how much more diff... shouldnt ask that |
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I don't really have the time at the moment to write a tutorial. But this kind of RB system is not that hard to implement. You don't have to know anything about torques or rotations etc... This is basicly just basic particle / spring physics system (but that's the beauty of it). Take a look at Vodermans rigid body phyciscs code in the code archives and read article by Thomas Jakobsen on Advanced Character Physics. You can find it easily, it's all over the web. These should get anyone interested started. And thanks to all for the FPS counts... that's really helpful. ps. I just might do some experiments with 3D... |
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That's an amazing demo - I know you listed my rigid body spring system as a starting point but it seems to be way beyond that. Any chance you'll release the source code? |
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Really impressive. Would be nice to have a template source code where to start from, so to make a billiard game for example, with a 'minimalistic' rigid body phisics already in. Great job ! Sergio. |
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Does the engine as it stands allow for collision against the environment (presumably defined as a series of lines)? If not, I probably have a load of code which may be of assistance to you as I did a shedload of programming in this area recently. |
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In the next version there's gonna be collision to static environment... I'm not gonna be releasing any source at least not yet... because I'll be using that engine in my game, sorry. Check out miracles stuff.. it's in General Discussions... he is doing same kind of stuff... there's source also. |
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http://www.kotiposti.net/naama/iRIGID12.zip Just updated it to support 16 bit screenmodes as some of you wanted... have fun. |
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Awesome! The best rigid body engine I've ever seen on a computer before :) 12fps with 200 objects and 8 iterations & 35fps with 200 objects and 1 iteration On a P3 450mhz, 128 meg, GeForce 3 EDIT : this was in 800x600 by the way |
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cool! |
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This could be the perfect engine for one of those games where you need to set off a chain of events to get the ball into the basket. Obviously you would need objects like fans, slopes, balloons etc too ;) |
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Here, have an award!!![]() |
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Thanks.... How about a Nobel next... ;) |
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Bouncer, are you using a standard verlet scheme? Or something of your own devise? |
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Sweet mother of God how cool is that?! Okay, just had to add that. :o) |
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T-Bogard: Yes... it's using the standard verlet scheme. Working with the static object collisions now... I hope I can send in a new demo later today... or next week ;) |