Genesis, Sunday - SUN
(let make it clear, in no way i was talking to you or
anyone..)
-"Sunna
or Sol, Germanic solar deity,
associated with, or personification of the
Sun"
-"In Greek mythology the sun was personified as
Helios,
Homer often calls him simply Titan or Hyperion, while
Hesiod separates him as a son of the Titans Hyperion
and Theia, and brother of the goddesses Selene (Moon)
and Eos (Dawn).
Imagined
as a god crowned with the shining aureole of the sun.
As time passed, he was increasingly identified with
the god of light Apollo. The equivalent of Helios in
Roman mythology was Sol, specifically Sol
Invictus."
-"Ra is an ancient Egyptian sun god.
Ra changed greatly over time and in one form or
another, much later he was said to represent the sun
at all times of the day. The chief cult centre of Ra
was first based in Heliopolis, ancient Inunu (City of
the Sun).
Ra
is most commonly pronounced 'rah', it is more likely,
however, that it should be pronounced as 'rei'; hence
the alternative spelling Re rather than Ra. The
meaning of Ra's name is uncertain, but it is thought
if not a word for 'sun' it may be a variant of or
linked to 'creative'."
why Bullet demos feel like happening on the moon?
(Open Source - BULLET PHYSICS LIBRARY, Physics Symulation
Forum)
Aug 21, 2008
hi,
eeem.. is it just me or is there something wrong with
gravity in Bullet...
it just feels like everything is happening on the moon,
and i mean for both effects - gravity seems too weak and
the lack of air resistance, so as a result its frequent
to see objects spin way too much and too fast... and dare
i say - fall too slow?
whats wrong with my
eyes?
Aug 21, 2008
hi,
i see what you mean,
but do you confirm that there is some
"moon-like" or "seem-too-light"
feeling in the demos?
basically i want to make sure its not some weird bug with
my graphics card or anything else but how it was intended
to be, it just seem so obviously wrong ..and easily
fixable i would think
edit:
to clarify,
i see you "acknowledge" moon-like behaviour, im
just not sure if you're suggesting that it only *appears
to some people*, and if we look more carefully we can see
its actually ok,
OR
you're saying -"yes, its like on the moon, but *all
animations look like that* when there are no textures or
other ways to reference sizes and distance
relations"?
cheers
Aug 21, 2008
i
disagree passionately,
more i look at it and more i think about it, i realize
that scale has nothing to do with this..
..i mean, if its not VERY, VERY obvious what "visual
errors" im talking about then i must assume
something is wrong with my computer... it would be just
too crazy if everyone actually saw this anomaly and not
realize huge difference with real life behaviour
>>"Bigger
objects that are further from the ground will only take
the same time to hit the ground if you increase gravity
appropriately."
but size is not a factor when it comes to gravity without
simulating air-friction, therefore you must be wrong
whatever is you want to say there
>>"If you study the maths, you'll see
why.."
- im afraid that is where the origin of the
error is,
how objects bounce it has, it would seem in most of the
other cases but balls/spheres, quite a bit to do with
material properties and less so with Newton
physics/mathematics of objects action/reaction and more
so with inner workings of energy transfer and interaction
on object structure - atomic properties, molecular bonds
and other "inner" material stuff that dictates
how object will bounce OR not bounce at all
so in Bullet,
bricks, no mater what the size, appear as if they were
made out of paper filled with hot air.. at least on my
computer and in my mind ..but i may be crazy and this
computer may be a dead cat in fact, who am i to say?
Aug 21, 2008
...like
when they film a movie with miniatures and then speed it
up to look more realistic... or is that completely
opposite to this?
tho,
i agree that Bullet library is great and that it can be
adjusted easily to produce desired results..
so, as this is a matter of opinion,
i still think Bullet demos need to speed up free fall and
slow down bouncing and spinning
sparkprime,
>>"You're
confusing the issue of rigid body dynamics with
deformation."
- no, my opinion is simply that objects should
come to rest sooner...
>>"A
large building collapsing is not a rigid body."
- ok, that explains everything
>>"the
demos are in a vacuum therefore there is no air
resistance"
- hey, thats what i said -no air resistance- so
what you said was not making sense as you were relating
"Bigger objects" and "increase
gravity"
>>Only
offline engineering applications tend to model such
things. This is not what bullet is for. It is very
inefficient and adds very little to realism."
- i dont agree, many things instead of
"modeled" can be approximated... like this
approximation of free fall that we are talking about
>>"As
long as the step size and solver iterations are
sufficient, bricks will behave like uniformly-dense
non-deformable indestructable cuboids of matter falling
and colliding in a vaccuum."
- ah.. cuboids, they're truly super
really helpful answer
would come in some form similar to:
1.) it only *appears to some people*, and if you look
more carefully you'll see that its actually ok
2.) yes, its like on the moon, but *all animations look
like that* when there are no textures or other ways to
reference sizes and distance relations"?
3.) everything is perfect.. your cat is slow, turn it off
and go to sleep
Aug 22, 2008
>>One
thing I do agree about is that they would look better if
they were on a more intuitive scale, e.g. actual barrels
sizes.
- well, that would prove it to me.. if thats
simple matter for you, please scale down one of these
Bullet demos so i can compare before and after and see
for myself how that illusion came to be
...anyway,
whats up with new bunny-with-wheels demo?
is that some kind of hot-air balloon... that is not earth
gravity, right? when it jumps, it literary *floats*, not
falls - do you not agree?
Aug 22, 2008
>>"1.
It is possible that your computer returns weird timing
results (I saw this very occasionally a while back with
one or two people having my flight sim run too slow/fast
- I think most likely on laptops where there's CPU
throttling or something going on)."
- you know... that is my best guess actually,
tho chances are slim - im using Bullet on two laptops and
3 OS, 2xLinux and Xp... for couple of months now, they
both set to full throttle, everything works perfect..
Bullet library works perfect for me (after setting a few
parameters over or there) and its actually just the
Bullet demos with this slight, weird, lightweight feeling
it was the first thing i noted about Bullet, it struck me
straight away with 1st demo, but for the longest time i
couldnt even point my finger at it, i didnt know what
felt wrong and i never thought about it as i went on
developing my own code that worked as i thought it
should..
its just when i downloaded new Bullet 2.70 and saw all
the demos all over again, especially new bunny-car, when
i said - hey, this is really, really, terribly, horribly,
without-a-doubt wrong.. dont get me wrong, i love the
demos, they're supercool
>>"2.
Why don't you just test what you see. Set gravity to 10,
drop an object from a height of 100, and time (with a
stopwatch) how long it takes to hit a ground plane at a
height of 0 (time should be sqrt(2 * 100 / 10) = 4.47
seconds. Or to check the timing just modify one of the
demos so it prints out a message every 10 seconds (and
check it really comes out every 10 seconds). These tests
will be much more decisive than your intuition..."
- maybe you're right,
it didnt occur to me to do such a basic test as
everything seem to be fine on 2 computers, used Bullet
with glut timer and in SDL app with SLD_timer, having
"expected" results on variable time intervals
or fixed 1/60, 1/30, 1/100..
what really, really bugs
me tho,
is that everyone seem to know what iam talking about, but
everyone seem to "tolerate" it... just as i
did, its real easy to just wave hand at that.. until
bunny rolled in that is
i dont believe "scale" argument and no one has
commented on that bunny-with-tires demo which without a
doubt floats in mid-air very unrealistically and is most
obvious example of what im talking about.. unless thats
very, very cool simulation of the hot-air baloon
thermodinamics ..this thing should not be so foggy and
matter of opinion.. i think
why do bullet demos slow
down (on slow computers) instead of just droping
framerates?
Aug 22, 2008
>>"Again,
I strongly encourage you to create your own demo with
objects that you can predict the movement of. I notice
the behavior you mention, and I do tolerate it, in the
demos, because I do not see the behavior in my own
applications with objects that are sized like objects
with real world counterparts."
- yes, sorry i should have been more clear about
it,
Bullet works great for me too and i dont see any of the
problems in my demos, they are too without any
"scale", but look fine - its just Bullet demos,
barely noticeable, but bunny-car definitely very obvious
"low-gravity" effect, i think vehicle even
flies faster upwards as it spins faster... it surely did
overcome "escape velocity" at some point and i
could see a floor disappear behind far clipping plane
underneath
>>"..since
the last frame. This would result in the type of display
you mention."
- wait a second,
..so you know the cause and solution to the problem?
i suppose we only need to change stepSimulation arguments
to something like (dT, 10, dT), is that it? ...and my
computer is indeed too slow?
well, that sounds
reasonable, going to try...
thought,
cant see a good reason why handle computer animation like
that, didnt we all learn from those DOS games, huh? speed
of computer should not dictate speed of animation, but
only number of times these animation frames/screens can
be rendered in a second, right?
cheers
Genesis, Monday
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abaraba1@yahoo.com
http://www.oocities.org/ze_aks/myos.htm
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