Verlet physics with constraint collisions

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Jeppe Nielsen(Posted 2009) [#1]
Hi all,

I have been working on some verlet physics in xna lately and got some pretty good results, after some trial and error I must say :)
I decided to convert most of the physics code to blitz3d, just to see it run there as well, and this is what have come out of it:



and the codes, just copy - paste into your favourite blitz 3d editor and press compile and run, no external files needed:


It is added to the code archives as well.

There is some 3d rendering of lines and points in there (because the line and plot commands are so slow) as well as a space partitioning system for much faster collision queries, just press space in the demo to see the difference in comparisons.


Nate the Great(Posted 2009) [#2]
nice job. I dont have constraint colllisions in my engine yet but maybe this would help :)


joncom2000(Posted 2009) [#3]
Nice example, I had some fun firing the boxes of the middle bars :)
Thanks for sharing your code as well.


Stevie G(Posted 2009) [#4]
Not bad. Collisions aren't very accurate for some reason?


Nate the Great(Posted 2009) [#5]
@stevie G

are you referring to the fact that his constraints are really thick but the physics engine doesnt show it on the screen?


Stevie G(Posted 2009) [#6]

@stevie G

are you referring to the fact that his constraints are really thick but the physics engine doesnt show it on the screen?



Yeah, I didn't look at the code - I thought that might be the reason.


Jeppe Nielsen(Posted 2009) [#7]
Thanks for your replies

Each spring has a 'thickness' which is not rendered accordingly, although the line thickness can be set via a parameter in SimulationRender3D.


Nate the Great(Posted 2009) [#8]
so are you planning to continue work on this and make it a full physics engine or is this its final stage?


Jeppe Nielsen(Posted 2009) [#9]
I plan on working a bit more on it, but in C# and not in blitz, although I might convert the final version to blitz again, with some minor hacks since blitz3d don't have classes and generics. And since I don't own BlitzMax it will not be converted to that, although I might give the demo a look.
But my main priority is to make a game in xna with it.