Interesting read..

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Interesting read.. // Roundtable

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Post by rjeff // Mar 11, 2009, 6:08am

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This prgram is calld DMM. It is software for games. Maybe it could even be adapted to 3d software...but I bet it would be mega bucks..


http://ps3.ign.com/articles/960/960893p1.html

Post by Finis // Mar 11, 2009, 6:42am

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That's great. I hope it appears in TS and other "beyond games" type 3D programs someday.


You might be able to implement part of the idea (molecular) with TS physics now. I haven't tried this but maybe an object that is really made of many smaller objects with physics properties could break. The small objects would have coarseness and adhesion (model side, don't know what WS has) set so they stayed together unless a force above some threshold was applied. I doubt the composite object could bend. Not DMM but maybe something to play with in TS physics.

Post by TomG // Mar 11, 2009, 6:48am

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About to read the article, just to say check the molecules scene that comes with tS. The atoms stick together with a certain force, and you can pull them around. Pull too hard though and you break the connections and they come apart.


So the concept of realtime objects in the workspace that can stick together but break under certain conditions is already possible.


Off to have a read now!


Tom



PS - definitely different from the article though. The tS concept is the "traditional" one where you model the parts them stick them together. The DMM concept is you model the whole, and the software takes care of splitting it into parts if and when forces apply that would do so. In tS, you do that the other way round, with pre-defined existing parts which stick together to make the whole. So while what Finis describes is currently possible, starting with smaller objects to make the whole, what the article describes is not possible in the native tS tools.

Post by parva // Mar 11, 2009, 8:26am

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there are some plugins out there that do demolition / breaking calculation (Blast Code or Rayfire for example) but not sure if there is one that can do it in realtime.

I guess realtime would mean not accurate enough where precalculation has no limit.


The sample video from ign is nice but honestly the wood don't act like wood :D it looks all very "jelly"

Post by rjeff // Mar 11, 2009, 4:14pm

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True enough Parva, however it is very exciting where it is leading though. My thoughts with the wood was rubbery...the way the bottom chunk bounced back.
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