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Japo 24-01-2009 12:32 PM

The point is, you don't need to mesh lots of points for each solid, unless you want to make it flexible. The only boundary conditions would be at the joints between rigid bodies, and always less than six at each.

For example if that 2D human body in the game Tulac posted had say 13 joints, each with one DOF allowed (angle) and two restricted ones (position in 2D), that would mean 13x2=26 boundary conditions. These conditions are trivial equations, actually after applying them you have the same system but with 26 variables less, that is a simpler system (than if you had to account for each body part moving free).

OK back to topic, this is silly: :perv:
http://freeonlinegames.com/puzzle-ga...-go-happy.html

arete 27-01-2009 01:12 PM

Quote:

Originally Posted by Japofran (Post 350126)
That's not for dots, it's for bodies in 3D with up to six degrees of freedom each ;) (2D movement would mean three DOF each rigid solid).

I don't know Flash but that can be integrated step by step blazing fast by coding in any generic language. For the integration of the differential equations a coarse first-order finite difference approximation would be enough for credible effects--you only need better approximations if you need to predict the behaviour of a real physical system.

*gasp* O.o

Lulu_Jane 27-01-2009 07:06 PM

This isn't exactly Flash, but it made me laugh - Guitar Hero, the text adventure.

Edit: And here's a Pac Man almost-MUD while I'm at it.

_r.u.s.s. 28-01-2009 08:04 PM

Quote:

Originally Posted by Lulu_Jane (Post 350550)
This isn't exactly Flash, but it made me laugh - Guitar Hero, the text adventure.

haha, amazing

Japo 28-01-2009 08:15 PM

Quote:

Originally Posted by arete (Post 350499)
*gasp* O.o

http://i102.photobucket.com/albums/m...ransparent.gif

_r.u.s.s. 28-01-2009 08:53 PM

i wanna see you code it in flash, you "big nerd" :bleh:

i bet you'd stumble even on collision detection algorithm=P

Japo 28-01-2009 09:54 PM

Nerds don't code in Flash. :bleh: Nerds do Fortran. :D (Nah I never learnt Fortran.)

You don't need to detect collisions in this case, the bodies can't move freely. The equations describe their movement and their solution will simply yield the positions of all solids--of course compliant with the boundary conditions that were inserted in those same equations.
__________________

This retro zombie fashion is getting old :P

_r.u.s.s. 28-01-2009 10:00 PM

in this case, the algorithm would be a real cpu killer, you can't code everything perfectly as it could be in real life

speaking about nerds, assembler ftw

Japo 28-01-2009 10:56 PM

No really, it isn't intensive at all, for that human body a 486 would be more than enough if coded in C for example. If you have for example 14 solids, in 2D that means 14x3=42 variables, after applying the boundary conditions you have only 42-26=16 variables. The kind of problems that can be solved with computers nowadays may have millions of variables.

http://upload.wikimedia.org/wikipedi...ualization.jpg

It's not like in real life, it's an approximation, you define the precission with the method (first, second... order, etc.) and the step size (in time). Every instant you estimate the 16 position variables from their values one step before.

http://upload.wikimedia.org/wikipedi..._rectangle.png

Assembly is for programmers, :p you can't ask an engineer to code in assembly. Most will even use Matlab, Maple or Mathematica most times instead of a generic compiled language.

_r.u.s.s. 28-01-2009 11:00 PM

well human body is usually placed in a complex world so it can be called "game" :p
(i mean, except the sick examples tulac gave us)


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