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Thread: [ALPHA] FOAM: rigid body physics engine

  1. #1
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    [ALPHA] FOAM: rigid body physics engine

    i've released an alpha of my physics engine today that i had posted a WIP of here a little while ago.

    googlecode: http://code.google.com/p/foam-as3/
    source: http://foam-as3.googlecode.com/files..._alpha_0.1.zip

    the demos that run great on my machine at home lag pretty hard at work, but here are builds of the examples included in the source:
    http://lab.generalrelativity.org/foa...perpetualFall/
    http://lab.generalrelativity.org/foa...zeroGToyChest/
    i'll probably update these to run a lot better.

    unfortunately a lot of the stuff i'm trying to do with it is taking a lot longer than expected and i've been busy with work- i thought it worthwhile to get a release out as there's plenty of good content in there.

    again- this isn't meant to be the fastest engine, but rather a good look into the concepts and architecture behind building one- optimizations will come once i'm implementing everything that i want to. the commenting in the code is aimed at someone trying to figure out what's actually going on behind the scenes... not necessarily the best way to USE the engine- keep that in mind.

    i'll be making a descriptive post on my blog: http://blog.generalrelativity.org with tutorials/walkthroughs over the next week or so.

    thanks in advance for all constructive feedback- i hope it can be a valuable tool!

    EDIT: It's released under the MIT license- which was chosen for seeming the most freely open

  2. #2
    Senior Member rachil0's Avatar
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    So glad to see that this project is still underway! Compared to your last update, both of these demos feel like they are damped like crazy. Is this is a stability issue or an aesthetic choice?

    ... still waiting on flexible mass/spring polylines (rope/chain).
    (Just in case you were wondering what I want you to do next, hah!)

  3. #3
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    Quote Originally Posted by rachil0
    Compared to your last update, both of these demos feel like they are damped like crazy. Is this is a stability issue or an aesthetic choice?
    Yeah- they're the product of me being excited to get this out the door and setting the friction and solver iterations too high.

    i'm focusing solely on constraints next, so rope, chains, global contacts, motors, joints etc etc will be part of the next release.

    thanks!
    Last edited by newblack; 11-05-2007 at 03:07 PM.

  4. #4
    M.D. mr_malee's Avatar
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    awesome work

    thats all I can say really
    lather yourself up with soap - soap arcade

  5. #5
    FK founder & general loiterer Flashkit's Avatar
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    wow! Ive been hanging for this!
    Regards Mark Fennell - Flash Kit Founder, general loiterer
    -------------------------------
    I Hate Zombies - iPhone Game | markfennell.com

  6. #6
    Sexy.
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  7. #7
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    Great work! Very realistic physics!

  8. #8
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    Fantastic!

    Will you be incorporating atmospheric resistance? I know it doesn't have much of an impact over a small distance, but it would be interesting to see a flash proof of how atmospheric resistance can allow a smaller polygon with fewer vertices to fall faster! Of course, I always overthink things!

  9. #9
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    thanks everyone!

    @JerryScript -->
    I'd be lying if I said I thought about atmospheric resistance when working on this! But that said, it's certainly built so that you can USE it to model that sort of thing...

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