Aspidochelone, physiologus

-"According to the tradition of the Physiologus and medieval bestiaries,
the aspidochelone is a fabled sea creature, variously described as a large whale or sea turtle."

-"It rises to the surface from the depths of the sea,
and entices unwitting sailors to make landfall on its huge shell. In the moralistic allegory of the Physiologus and bestiary tradition, the aspidochelone represents Satan, who deceives those whom he seeks to devour."



Hello World Introduction to Bullet

(Open Source - BULLET PHYSICS LIBRARY, Physics Symulation Forum)

Sep 14, 2008
>>"Dropping a ball that's 2cm wide from one meter high is like saying you're dropping a ball fifty times its own width from the ground"
- Chunky,
could you please explain what does that mean?

>>"Is that what you're doing too, or are you dropping a basketball from waist height?"
- I think SynVis was pretty clear on what kind of ball and what height, even supplied a listing where we can see exactly what is he trying to do.

..it is recommended to have meters as distance unit and than you should have mass in kg not grams, but that shouldn't make any difference with free fall. In any case units do not matter much, it is about proportions and relations, but it might help to have units sorted out especially if you compare results with real life experiments.

In any case you should be able to enlarge your ball to the minimum size of 0.2meters without any impact on physics calculations because air resistance is not directly implemented in Bullet, but also be sure to take that lack of air resistance into account when comparing with real life experiment.

Sep 14, 2008
>>"Well, it's a question of perception. If you look at the big ball on-screen, it drops really fast because 1) It doesn't actually have as far to go; it hits the ground much sooner because it's much wider, in absolute terms 2) It doesn't appear to have as far to go because you're only dropping it three times its own width, while the smaller one has maybe fifty times its own width to fall. Gary (-;"

Do you mean to say - "distance should be measured not from the centre of the ball, but from the lowest point" ?

>>"..big ball on-screen, it drops really fast because.."
- Without air friction acceleration of small objects is the same as big ones."

>>"..it hits the ground much sooner because it's much wider, in absolute terms"
- It hits the ground sooner only if you measure the "distance" from the centre of the ball. Don't do that, because that is not a real distance you want to measure. "

Everything is relative, "only Sith deal in absolutes"
For instance, If you move camera away - the big ball you were talking about ain't so big anymore and it shouldn't fall any "slower" just because we moved camera around.


Problem When Increasing Gravity

(Open Source - BULLET PHYSICS LIBRARY, Physics Symulation Forum)

Sep 20, 2008
>>"If I just multiply all my object units by 50 to get them into to 0.2 to 5 unit range then no problem there. However, to make my objects move realistically, I would have to multiply gravity by 50 too and that's where the problem lies."
- Why do you think that you would need to increase gravity?

When Appolo 15 astronaut Dave Scott let go of the feather and hammer they fell down with about the same speed and touched the Moon surface about the same time.

Size does not matter, mass matters but you can leave the mass out too if your objects are smaller than mountain i suppose. With all that said, gravity is actually pretty much unexplained really.

Sep 22, 2008
>>"Ignore steven.hutheir; he seems to have not understood the question."
- Sparkprime,
Exscuse me? Can you explain your statement?

>>"..you will have to increase the simulation frequency I think
- I'm afraid that it is you who does not understand. On the contrary, he needs to *decrease* simulation frequency, i.e. to increase fixedTimeStep. Practically, change your stepSimulation() call to one of these:

1.) stepSimulation(dt, 100, 1.0f/30);
2.) stepSimulation(dt, 100, 1.0f/10);
3.) stepSimulation(dt, 0);

Please report the results so that everyone can learn from their mistakes.

Thank you

Sep 22, 2008
>>"Ok, I'll give a concrete example of why you *do* need to increase gravity, real simple."
- I simply can't believe what is going on?
How do you two find appropriate to be giving any advice if you do not know basics of Physics?

RobW,
You simply must be wrong,
because if you measure gravity anywhere on the Earth surface you will read around ~9.8. Maybe if you simulate 'Black Hole', then you would have increase in gravity, according to popular theories. I don't even dare to read how you managed to "explain" your statement, its just wrong to begin with.

Hopefully, someone will come along and clear it up. I will happily admit if im wrong.

Sep 22, 2008
>>"How is anyone going to clear it up when you won't read a concrete example?"

Huh?

>"because if you measure gravity anywhere on the Earth surface you will read around ~9.8"

This is going to be very silly discussion if you are unable to understand that, in computer simulation, we are trying to "imitate" the above fact - meaning, we actually want gravity to be constant, just as it is in a real life, ok?

Sep 22, 2008
>>"Surely you can take a little time out from being a general physics genius to point out my mistake?"
- I do have time because i find it amusing. Basically, you only have to read my 1st message, at least once. Anyway, here we go again - look at the last sentence starting with "because", its a 3rd time now.. told you its gonna be silly.

>"because if you measure gravity anywhere on the Earth surface you will read around ~9.8"

Sep 22, 2008
>>"Yeah, gravity measured near the earth's surface is ~9.81 ms/s/s, well done, but that was never in question. This is the situation that we are actually talking about. Spuddy is making a game where the objects are small in metre units. Let’s pretend it's a pool game..."

Nonsense, are you actually the same person as "Sparkprime"?

There should be age limit or something. Are you not aware how much time you can waste by giving a bad advice? I hope you're not doing this on purpose or as some kind of a bad joke.

Is this a joke?

Sep 22, 2008
>>"..you're actually starting to sound like a bit of an idiot."
- Spuddy, that's not very nice thing to say.
You did not mention what were the results with what I suggested

So all three of you are actually one and the same person?
You pose question, then answer it yourself with another nick-name and got angry because someone interfered?

I don't see other explanation, it is impossible that three different persons would have this same understanding, especially if the one actually posed the original question, and then get angry for no apparent reason.

>>"If you can't see this and acknowledge it then I'd prefer that you didn't reply to this thread as I'd like to find a solution, not argue with you over my requirements."
- You see,
you say "not argue with you", but "Spuddy" we never had an argument - I only had an argument with your other two nick-names.

What is it you think you're doing?

Sep 22, 2008
>Please report the results so that everyone can learn from their mistakes.
>>"Well, I'm a reasonable person, so I tried your suggestions. Now I'm reporting back the results. Let’s just say, it wasn't good.. "

- RobW, I was asking "Spuddy", not you,
obviously all of you are making a 'pool game' and have the same, wrong understanding and in the same time all three of you are quite passionate about defending the same wrong position, even more "Spuddy" that actually asked the question in the 1st place is now absolutely sure in his understanding, and for some reason everyone still has the same problem.. sheesh!

Sep 22, 2008

>>"Please stop heating this flamewar, steven.hutheir"

>>"You can also consider discussing this on IRC,
any freenode server channel #bulletphysics"

>>"Indeed, when using a different scale..
you have to use a matching scale for gravity too."

- Erwin,
Can you please explain in what relation is size and gravity?

Thank you

Sep 22, 2008
There are two problems:

1.)
stepSimulation(dt, 0) will solve moon-like slow downs, if not your computer is simply too slow.

2.)
Everyone should understand that 3m ball will fall with the same speed/acceleration as 15cm ball (no air friction), and so the normal sized, real life pool table will play just as same as 10x enlarged. Of course, mass should stay the same as in real life pool table.

You should not increase gravity if you need to change the size of the balls.

What physics equation has both gravity and size?

Sep 22, 2008
>>"I would urge you not to use this, and instead stick with erwin's suggestion of
stepSimulation(dt, 100, btScalar(1.0)/btScalar(240.0))"
- Chunky, please,
two of us already had this same discussion, it turned out you too lack the basic knowledge in physics. I'm talking about DIAGNOSTICS. If you're experiencing slow-downs, then the first thing you need to check if your computer is too slow, right?

Do you not understand that by increasing the frequency you only making it worse? You only need to look at the source code to realize that:

//*** clamp the number of substeps,
//*** to prevent simulation grinding spiralling down to a halt
int clampedSimulationSteps = (numSimulationSubSteps > maxSubSteps)? maxSubSteps : numSimulationSubSteps;
for (int i=0;i<clampedSimulationSteps;i++)
{
   internalSingleStepSimulation(fixedTimeStep);
   synchronizeMotionStates();
}

Obviously problem is still there as no one cares to realize that I was right all along. Feel free to prove me wrong by presenting just one Physics equation that has gravity and size together.

By increasing the gravity you only introduce the problems, then you try to fix them by doing the completely opposite of what you should. You failed to realize that you have TWO problems. If you look at the source code you should understand that by increasing the frequency you increase the number of iterations and if your CPU was slow to begin with it explains all the problems you're having.

>>"If you are scaling your objects / world, please follow the suggestions found here: Scaling The World. [www.bulletphysics.com/..php?title=Scaling_The_World]"
- According to all the reasons i already stated in my 1st message that page is simply wrong, I don't know about the rest but this bit is wrong - "Scale gravity by X"

Size does not matter, I'm not sure why famous Apollo 15 experiment is not sufficient to prove that to this thread, it was enough of a "proof" for the rest of the world.

NASA - Motion of free falling objects (no air resistance):
- "The weight, size, and shape of the object are not a factor in describing a free fall"

Size does not matter.

Sep 23, 2008
>>"If I increase the scale of my world so that the object now has 1000 meters to fall and is.."
- I see now what is everyones problem.
You don't really know what is it your are talking about when you say "scale my world"

You do not need to "scale" anything, all you need is to ENLARGE your OBJECTS, so that minimum sized shape is 0.2meters in size. Mass and everything else should stay the SAME as in real rife, INCLUDING GRAVITY.

But Chunky this might be a 3rd time I'm explaining this to you. All you have to do to prove me wrong is to find a piece of source code In Bullet where the acceleration of the objects caused by gravity is dependent of size. I'm not flaming I'm giving you the facts. Check it up on the internet.

I find it interesting that it was me who was accused of flaming, even thought they called me "idiot" and were suggesting that I should be ignored, and somehow different people all came up with the same understanding, logging one after another in a matter of minutes, being angry at me for no apparent reason. Funny.

*** messages DELETED, banned ..y'$#%@! ***


Scale in centimeters, need clarification

(Open Source - BULLET PHYSICS LIBRARY, Physics Symulation Forum)

Oct 7, 2008
>>I'm trying to get Bullet working for a simulation where my real life object counterparts are measured in centimeters, and the issue with 0.2 (meter) unit precision is giving me major pains."

>>REFERENCING PREVIOUS THREAD, PERSON EXPLAINS - HAS ALL THE SAME PROBLEMS AS ALREADY DESCRIBED, only this time its CHESS PIECES not POOL BALLS..
(UNSPOKEN: huh?! ..could you be Fenrisulfr, again? what is going on, deceiving people on purpose?!)

>>"Despite my basic questions,
I'm actually pretty well educated in engineering and computer science.."
(UNSPOKEN: mhhh.. its time for magic mirror)

[..//..]
>>"..same problems, too. I haven't yet found a series of parameter values that work."


1.) When Apollo 15 astronaut Dave Scott let go of the feather and hammer they fell down with about the same speed and touched the Moon surface about the same time. Size does not matter, mass matters but you can leave the mass out too if your objects are smaller than mountain i suppose. With all that said, gravity is actually pretty much unexplained really.

2.) if you look at the source code you should understand that by increasing the frequency you increase the number of iterations and if your CPU was slow to begin with it explains all the problems.. ergo, on the contrary - use LARGEST POSSIBLE fixed step (10Hz, 30Hz, 60Hz.. )

3.) You do not need to "scale" anything, all you need is to ENLARGE your OBJECTS, so that minimum sized shape is 0.2meters in size. Mass and everything else should stay the SAME as in real rife, INCLUDING GRAVITY. - use METERS as distance units, smallest shape SHOULD be 0.2 METERS

[MISSING-REPEAT]

Oct 7, 2008
>>"I don't think your post addresses my questions."

- tp,
just try it, try to read it once again,
try to understand it.. try to practically experiment and then make conclusion

>>"I don't wish to turn this thread into another physics theory lesson"
-
what do you mean?
you came here with incomplete understanding asking for help, actually asking for lesson, right? so im giving you theoretical lesson and practical examples, why do you mind?

>>"so I'd like to limit this to a couple of brief replies and then get back to the simulation problems."
- that is exactly what i gave you, is it not?
let me point at it more directly..

>>"When you scale things up, you're not simply affecting object sizes"

-that is your 1st mistake right there, as i explained already:

* R --> You do not need to "scale" anything, all you need is to ENLARGE your OBJECTS, so that minimum sized shape is 0.2meters in size. Mass and everything else should stay the SAME as in real rife, INCLUDING GRAVITY.

* R --> NASA -"The weight, size, and shape of the object are not a factor in describing a free fall(no air resistance)"

>>"It's obvious you haven't tried to do this yourself, as the effect is quite easily noticeable."
- no,
it is obvious that you have not tried what i suggest

i, of course, have tried it all,
otherwise i would not find appropriate to be giving any advice ..as a matter of fact, im kind of a supreme expert on these matters - but, sure, i'll leave you be if you wish

>>"My CPU isn't slow, and that's not relevant here."

- that is your 2nd mistake right there

it is relevant, sure it is!
..who is asking a question here? why do you argue instead of to try and understand, or try in practice what i told you?

>>"I was saying the simulation loses real time applicability when I need to run it at 6000 Hz to obtain stability."
- of course you are having problems.. and i already explained why:

* R --> if you look at the source code you should understand that by increasing the frequency you increase the number of iterations and if your CPU was slow to begin with it explains all the problems.. ergo, on the contrary - use LARGEST POSSIBLE fixed step (10Hz, 30Hz, 60Hz.. )

>>"The whole topic is about a simulation where the objects are small, such as pieces on a chess board where the largest shape is about 0.05 meters."
- yes,
and thats why i told you this:

R --> You do not need to "scale" anything, all you need is to ENLARGE your OBJECTS, so that minimum sized shape is 0.2meters in size. Mass and everything else should stay the SAME as in real rife, INCLUDING GRAVITY.

use METERS as distance units, smallest shape SHOULD be 0.2 METERS


but of course,
if you prefer to continue and have the same problems still, you are free to ignore all this yet again


cheerio

*** messages DELETED, banned ..y'$#%@!! ***


-"Sic patiuntur omnes qui increduli sunt et quicumque ignorant diaboli astutias,
spem suam ponentes in eum; et operibus eius se obligantes,
simul merguntur cum illo in gehennam ignis ardentis: ita astutia eius."


Seraphim and Nephilim
, the chronicles

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abaraba1@yahoo.com
http://www.oocities.org/ze_aks/myos.htm