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Working on new scripting system.

Scheduled Pinned Locked Moved SketchyPhysics
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  • C Offline
    CPhillips
    last edited by 23 May 2009, 02:19

    There is a big problem with the breaking feature. The actual breaking of the geometry is very slow. It can take several seconds to break a model.

    Error 404 (Not Found)!!1

    favicon

    (sketchyphysics2.googlecode.com)

    Maybe it can be optimized somehow. But I am going to go back to the scripting stuff for now.

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    • B Offline
      BTM
      last edited by 23 May 2009, 02:28

      @cphillips said:

      There is a big problem with the breaking feature. The actual breaking of the geometry is very slow. It can take several seconds to break a model.

      Error 404 (Not Found)!!1

      favicon

      (sketchyphysics2.googlecode.com)

      Maybe it can be optimized somehow. But I am going to go back to the scripting stuff for now.

      I would have guessed that. Maybe you can get sketchyphysics to figure out how to break the object at the start of the animation, then find the object's position and orientation on the collision and break it, or replace it with the broken pieces already made at the start, but not used. Just a thought, I don't have a clue how you're doing it currently, so I'm just throwing this out there πŸ˜†

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      • S Offline
        Sgal
        last edited by 23 May 2009, 17:51

        @wacov said:

        With the teleportation, will the camera be moved if it's following a teleported object? And could you have a breakable object, which, when broken, teleports back to the starting position with all its joints intact?

        To fix the camera problems I think the best would be a "camera" joint. I know that In other 3D programs they are commonly used. It would be more user-frendly,too.
        This is what I mean:


        Boooo.PNG

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        • S Offline
          Sgt.A.Johnson
          last edited by 23 May 2009, 18:54

          So when the sim starts the camera moves into it and faces wherever the joint is facing right. Seems like a good idea if ive interpreted it right

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          • C Offline
            CPhillips
            last edited by 24 May 2009, 07:01

            Its not exactly a joint but I am making the camera a lot better. πŸ˜„

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            • C Offline
              CPhillips
              last edited by 28 May 2009, 05:14

              The new scripting interface is making it much easier to expose the functionality of the physics engine. Full material support will have to wait until SPIV, but you can now change object density and linear/angular damping. That means you can have one object weight more or less than an identical object.

              Error 404 (Not Found)!!1

              favicon

              (sketchyphysics2.googlecode.com)

              Orbital mechanics type stuff now works because you can set damp to 0.0. Or even set it high to make objects act like they are in quicksand.
              http://sketchyphysics2.googlecode.com/files/orbit.avi

              Also exposed is velocity and torque. You can make an object that starts in motion or rotating.

              Teleporting is working well now. I tried to make a "portal" type object but it is proving harder than I expected. πŸ˜„

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              • W Offline
                Wacov
                last edited by 28 May 2009, 08:10

                All this stuff is SO awesome... when you say linear/angular damping, will that act like a basic kind of air resistance? And what I'm really interested in, is if you set density to 0, what happens? Is it truly 0... i.e no weight or inertia? As long as it works ok as a noCollision object, attached to something else, then it's fine. Then with the torque and velocity; can you set them at runtime? And can you retrieve the object's current torque and velocity?

                And, out of interest, isn't it now possible, with a few workarounds, to copy/paste and emit complex (jointed) objects? Just automatically connect each object with script at the beginning of the simulation, and do the same thing with emitters (if we can set an emitted object's script field...?)

                http://sketchup.google.com/3dwarehouse/cldetails?mid=3096a836877fb9af6cd8ad826e9017b8&prevstart=0

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                • C Offline
                  CPhillips
                  last edited by 28 May 2009, 18:40

                  @wacov said:

                  All this stuff is SO awesome... when you say linear/angular damping, will that act like a basic kind of air resistance?

                  Yes

                  @wacov said:

                  And what I'm really interested in, is if you set density to 0, what happens? Is it truly 0... i.e no weight or inertia? As long as it works ok as a noCollision object, attached to something else, then it's fine.

                  No. For some reason the physics engine treats objects with very low mass as static. Thats why really small objects dont move. Its lame in my opinion but not something I can change.

                  Depending on what you need a zero mass object for there may be something that will do what you want. I havent got it working yet but there is a new script command that will let you say where you want an object to be and it will "fly" to that location with out any sort of joint.

                  @wacov said:

                  Then with the torque and velocity; can you set them at runtime? And can you retrieve the object's current torque and velocity?

                  Yes.

                  @wacov said:

                  And, out of interest, isn't it now possible, with a few workarounds, to copy/paste and emit complex (jointed) objects? Just automatically connect each object with script at the beginning of the simulation, and do the same thing with emitters (if we can set an emitted object's script field...?)

                  Its possible. Objects that connect themselfs at start or on touching will work like that. But so far it still requires a lot of fiddly scripting. Not sure how it will turn out in the end.

                  I haven't exposed the emitters to the script yet. But you can do almost the same thing using the copy command.

                  Here is a simple teleport:
                  http://sketchyphysics2.googlecode.com/files/teleport2.wmv

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                  • W Offline
                    Wacov
                    last edited by 28 May 2009, 19:27

                    I suppose you can set velocity and torque to 0 when teleporting? So, it doesn't always have to come out with the same momentum?

                    All this is really cool... I think you're gonna run out of features for SPIV πŸ˜†

                    EDIT: Are you going to switch to Newton 2.0? I understand the beta is out... multi-core and speed optimizations sound tantalizing πŸ˜„

                    http://sketchup.google.com/3dwarehouse/cldetails?mid=3096a836877fb9af6cd8ad826e9017b8&prevstart=0

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                    • C Offline
                      CPhillips
                      last edited by 28 May 2009, 20:13

                      SPIV will use 2.0. But dont expect it to be faster. The bottleneck is Sketchup rendering.

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                      • W Offline
                        Wacov
                        last edited by 28 May 2009, 20:17

                        I'm optimisticly expecting improvements in Su's rendering, given the topics of the last survey... but that's just silly ol' me πŸ˜„ . Multi-core certainly seems to be expected, so maybe all's not lost

                        http://sketchup.google.com/3dwarehouse/cldetails?mid=3096a836877fb9af6cd8ad826e9017b8&prevstart=0

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                        • P Offline
                          Physicsguy1
                          last edited by 1 Jun 2009, 05:59

                          What is the script for the teleporter like?

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                          • C Offline
                            CPhillips
                            last edited by 1 Jun 2009, 18:31

                            @unknownuser said:

                            What is the script for the teleporter like?

                            
                            setEvent("ontouch"){|toucher,speed,pos|
                               if(toucher.name=="ball")
                                  toucher.teleport(toucher.position+[-500,0,0])
                               end
                            }
                            

                            When the object is touched by something named ball, teleport that object -500 in the X direction.

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                            • W Offline
                              Wacov
                              last edited by 1 Jun 2009, 18:55

                              Is the delete command just '.delete'? Could you give us a breakdown of all the attributes/methods attached to the curEvalGroup class in the next version (assuming that's where '.position' now comes from). Oh, and I was wondering, how do you loop a block of code in Ruby, within a single frame, until the target is acheived?

                              http://sketchup.google.com/3dwarehouse/cldetails?mid=3096a836877fb9af6cd8ad826e9017b8&prevstart=0

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                              • C Offline
                                CPhillips
                                last edited by 1 Jun 2009, 19:15

                                You mean to delete a body? Its actually called "destroy". curEvalGroup will not be used in the new scripted field, its implied. Currently bodies have the following:

                                magnetic/solid/static/frozen
                                position/transformation
                                getVelocity/setVelocity
                                getTorque/setTorque
                                teleport
                                push
                                copy
                                destroy
                                connect/attach
                                split
                                setEvent

                                Body events are
                                onStart/onEnd
                                onTick
                                onKey,onButton,onMouse
                                onTouch,onTouching,onUnTouch

                                Loops could potentially hang Sketchup. What are you trying to do exactly?

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                                • W Offline
                                  Wacov
                                  last edited by 1 Jun 2009, 19:28

                                  The pathfinding algorithm needs to run through a loop of a series of steps to find the path. The loop ends when the target is added to the closed list OR there are no Nodes left on the open list. I could always stick in a failsafe to carry it over to the next frame after a certain number of loops... be aware I'm not actually doing anything right now, I'm waiting for the next version πŸ˜„. I've got plans that use the new features...

                                  http://sketchup.google.com/3dwarehouse/cldetails?mid=3096a836877fb9af6cd8ad826e9017b8&prevstart=0

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                                  • C Offline
                                    CPhillips
                                    last edited by 2 Jun 2009, 02:23

                                    That doesnt sound like something you would want to do at runtime. Only when you actually move the nodes.

                                    I think your node system will be easier with the new scripting system.

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                                    • W Offline
                                      Wacov
                                      last edited by 2 Jun 2009, 08:59

                                      I HAS to be at runtime... the basis of any AI system is dynamic pathfinding. It'll re-calculate a route every time the target changes... anyway, if it crashes, I'll try something else πŸ˜„
                                      This explains it better that I can: http://www.policyalmanac.org/games/aStarTutorial.htm

                                      http://sketchup.google.com/3dwarehouse/cldetails?mid=3096a836877fb9af6cd8ad826e9017b8&prevstart=0

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                                      • P Offline
                                        Physicsguy1
                                        last edited by 3 Jun 2009, 23:24

                                        Quick question for Chris Phillips: I saw one of the videos that you posted, that demonstrated the new joint-connect script. As I recall, the connection looked much stronger than the current joint connections. Is this true?

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                                        • C Offline
                                          CPhillips
                                          last edited by 4 Jun 2009, 04:33

                                          I havent changed anything to make joints stronger. In fact I have been spending a bunch of time trying to figure out how to make a weaker kind of joint. πŸ˜„

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