Physical static and soft bodies with particles and sources

Please don't post Bullet support questions here, use the above forums instead.
ARme
Posts: 1
Joined: Fri Dec 29, 2006 12:50 pm

Physical static and soft bodies with particles and sources

Post by ARme »

Hi :),

I'm playing since two weeks now with Physical from Alec Rivers (http://physical.alecrivers.com/) and i must say it's really all i need.
I've been able to adapt it to Clanlib and still learning C++ with it.

Unfortunately physical has some limitations like space between dynamic simulated object (due to the repulsion radius of each particles) and speed limitation (due to the large amount of particles and links needed for each object).

I'm not a physic Guru and i don't think i could right now implement my own version of Verlet particles.
So i wondering if some of you could give me hints and tips to improve it ?

I've released some examples with sources on my blog (http://arm42.free.fr/blog/) adapted to Clanlib(http://www.clanlib.org/) and even Goblin 2D(http://hoek.inkblue.net/goblin/goblin.html).

Here is an example (for Windows) of what's possible with Physical :
http://arm42.free.fr/files/zeppelin_clanlib.rar

In fact, physical needs a lot of atoms(particles) and links(springs) to work correctly and at around 1000 units of each the simulation slow down dramatically.

I can also mention that Clanlib feature collision outlines detection (http://www.clanlib.org/docs/clanlib-0.8 ... ction.html) which could be useful to optimize Physical ?

Of course if you know any other solutions to achieve the same result (statics and breakables soft bodies with automated collision answers) i would be happy to try it !

Thanks :P