demo request: I want a demo where the user can control a soft body ball such that the ball is comprised of chain segments, connected with string constant k. The pressure of the ball would be calculated depending on the area enclosed by the chain's polygon and would be applied to each segment equally, to the outwards side. Controls would be left/right as a simple added force to all segments of the ball. Jump would be…
Sounds like Gish! http://www.chroniclogic.com/gish.htm
Matter.js – A 2D rigid body physics engine for the web
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Re: Matter.js – A 2D rigid body physics engine for the web
#52Why all those "physics engines" are so jittery? Are there no ways to solve such a system with perceptually exact accurancy in realtime? Those kinds of approximations are the source of some of the most hilarious bugs in games over last deacade or so. Please don't read this as a critique of this particular project which is pretty good at what it's trying to do. I just wonder why AAA games use pretty much the same math?…
Animation is an illusion of motion caused by a sequence of still images. The way a physics engine works is by computing those still images -- the frames -- for each iteration in a mathematical model (the physics you want.) If you want 60 frames per second for a smooth animation, you have to compute the whole frame less than 1/60th of a second. The more complicated your physics model is, the harder it is to do this. >…
What I mean is for example to integrate something numerically you can just add small increments but this will lead often to crap unstable solutions. Or you can use Runge-Kutta and get very accurate stable result.
Re: Matter.js – A 2D rigid body physics engine for the web
#53This is very impressive! The most advanced JS 2d rigid body physics engine to date! You can do a lot of optimization though, probably double the speed. Tip: V8 loves objects and hates parsing strings. Your functional spaghetti style is a bit weird though. I hate using the "find in file" function in my editor. I wanted to "rip" some of the functionality, but it's so entangled I would probably need all your other funct…
It is more advanced than Box2D [0]? What makes you say that? http://blog.sethladd.com/2011/09/box2d-javascript-example-wa...
But it looks usable and seems to have the same features as Matter.js
Re: Matter.js – A 2D rigid body physics engine for the web
#54Why is that? CCD doesn't look more complex in theory than any other concept in a 2d physics engine.
P2JS: https://github.com/schteppe/p2.js PhysicsJS: http://wellcaffeinated.net/PhysicsJS/ Phaser: http://phaser.io/
Re: Matter.js – A 2D rigid body physics engine for the web
#55Re: Matter.js – A 2D rigid body physics engine for the web
#56Re: Matter.js – A 2D rigid body physics engine for the web
#57Re: Matter.js – A 2D rigid body physics engine for the web
#58demo request: I want a demo where the user can control a soft body ball such that the ball is comprised of chain segments, connected with string constant k. The pressure of the ball would be calculated depending on the area enclosed by the chain's polygon and would be applied to each segment equally, to the outwards side. Controls would be left/right as a simple added force to all segments of the ball. Jump would be…
Re: Matter.js – A 2D rigid body physics engine for the web
#59Earlier quoted context omitted.
in 3d you normally represent by a 4x4 matrix, which can be easily reduced to 6 floats (x y z translation, and x y z rotations). The problem with doing that little work is you'll very quickly be bottlenecked by copying memory to/from the GPU. If you want to do any raycasts for instance, or query for occlusion/bounds testing, you need to upload data to the GPU, run a (potentialy very slow, serial) query, then copy the…
The question then becomes how slow is copying to/from the GPU versus doing the computation on the CPU when it comes to 100s/1000s of active bodies. I agree that normally (small examples) it wouldn't be worth it, but for any large simulations, and say, video games of the future, I have yet to see someone attempt to do this. Perhaps it truly isn't beneficial enough... but who knows.
Re: Matter.js – A 2D rigid body physics engine for the web
#60http://i.imgur.com/QcKoWLj.png Doesn't seem to render correctly on Chrome 39. Works fine on latest Firefox.
Same for me (chrome 39.0.2171.99, win 7) But it seems to work using webgl renderer !