Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email
?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Home
About
Team
Rules
Stats
Status
Sitemap
Chat
Downloads
Forum
News
Our Projects
Major Community Projects
Recent Posts
Unread Posts
Replies
Tools
SourceCoder3
Other Things...
Omnimaga Radio
TI-83 Plus ASM File Unsquisher
Z80 Conversion Tools
IES TI File Editor
Free RAM areas
Comprehensive Getkeyr table
URL Shortener
Online Axe Tilemap Editor
Help
Contact Us
Change Request
Report Issue/Bug
Team
Articles
Members
View the memberlist
Search For Members
Buddies
Login
Register
Omnimaga
»
Forum
»
Calculator Community
»
Other Calc-Related Projects and Ideas
»
TI Z80
»
Zedd Physics Library
« previous
next »
Print
Pages:
1
...
4
5
[
6
]
7
8
...
11
Go Down
Author
Topic: Zedd Physics Library (Read 30572 times)
0 Members and 1 Guest are viewing this topic.
Builderboy
Physics Guru
CoT Emeritus
LV13
Extreme Addict (Next: 9001)
Posts: 5673
Rating: +613/-9
Would you kindly?
Re: Zedd Physics Library
«
Reply #75 on:
October 13, 2010, 03:58:24 am »
Precisely and since Zedd works completely in component vectors it makes life very easy
Logged
AngelFish
Is this my custom title?
Administrator
LV12
Extreme Poster (Next: 5000)
Posts: 3242
Rating: +270/-27
I'm a Fishbot
Re: Zedd Physics Library
«
Reply #76 on:
October 13, 2010, 04:04:41 am »
The problem with that particular method is that the (1/2)v^2 term could lead to some decimal numbers, which Axe isn't particularly good at handling.
Logged
∂²Ψ -(2m(V(x)-E)Ψ
--- = -------------
∂x² ℏ²Ψ
Builderboy
Physics Guru
CoT Emeritus
LV13
Extreme Addict (Next: 9001)
Posts: 5673
Rating: +613/-9
Would you kindly?
Re: Zedd Physics Library
«
Reply #77 on:
October 13, 2010, 04:10:20 am »
Yeah, but note that you can generalize even further into simply CV^2 and half your constant.
Logged
AngelFish
Is this my custom title?
Administrator
LV12
Extreme Poster (Next: 5000)
Posts: 3242
Rating: +270/-27
I'm a Fishbot
Re: Zedd Physics Library
«
Reply #78 on:
October 13, 2010, 04:15:32 am »
Ah, that would give you nice whole numbers if you round the constant before you use it. It unfortunately gives you an unsigned upper limit of 256 for your velocity, though.
Logged
∂²Ψ -(2m(V(x)-E)Ψ
--- = -------------
∂x² ℏ²Ψ
Builderboy
Physics Guru
CoT Emeritus
LV13
Extreme Addict (Next: 9001)
Posts: 5673
Rating: +613/-9
Would you kindly?
Re: Zedd Physics Library
«
Reply #79 on:
October 13, 2010, 02:02:31 pm »
Well you should probably be dividing your velocity by a constant inside of the square so that it doesn't reach ungodly numbers, so the equation is evolving into something along the lines of V/C^2 where C is now our constant, although it is starting to mean something different
The greater C, the more slippery our water is.
And More Eye Candy! Yayy i implemented Masses fully, and now the inelastic collisions are physically accurate! Basic sliding friction has also been implemented, although it is not at 100% yet. In this screenshot there are 16 randomly generated shapes of the same density but different sizes, meaning they each have a unique mass. And then there is a very large block with a large mass so you can see how the equations affect the performance
Note that while Mass is represented by a number from 1-255, anything over 32 starts to cause bad errors. the big block in this screenshot is 16Mass, the rest are from 1-4.
Logged
+1/-0 karm for this message
AngelFish
Is this my custom title?
Administrator
LV12
Extreme Poster (Next: 5000)
Posts: 3242
Rating: +270/-27
I'm a Fishbot
Re: Zedd Physics Library
«
Reply #80 on:
October 13, 2010, 02:07:42 pm »
Zedd was already pretty cool, but this is getting amazing. That looks very realistic for monochrome. A bit of sprite work in 4-lvl could make a great sandbox. How is mass calculated though? Could one attach sprites to mass data stored in a list?
Logged
∂²Ψ -(2m(V(x)-E)Ψ
--- = -------------
∂x² ℏ²Ψ
Builderboy
Physics Guru
CoT Emeritus
LV13
Extreme Addict (Next: 9001)
Posts: 5673
Rating: +613/-9
Would you kindly?
Re: Zedd Physics Library
«
Reply #81 on:
October 13, 2010, 02:14:37 pm »
When the object is generated, the height and width are randomly chosen from 2-4. The Mass is the product of these numbers divided by 4. H*W/4 = M. To give each pixel of the object about a 1/4 mass.
Sprites have not been implemented yet, but each object will have a sprite number from 0-255. 255 will represent a filled rectangle with no sprite attached to it, and all of the other numbers will take an offset from sprite data given to Zedd in the form of a pointer.
And yes, i am already planning to make a simple sandbox program with this
Where you can create and erase objects, apply forces to them, set global forces, and pause and resume the simulation. Coupled with Object selection and property editing i think it owuld be a great way to experiment with Zedd
I might even start it right now and it will evolve automatically as Zedd improves.
Logged
ASHBAD_ALVIN
Guest
Re: Zedd Physics Library
«
Reply #82 on:
October 13, 2010, 02:15:56 pm »
making a game with this would be sweet
Logged
AngelFish
Is this my custom title?
Administrator
LV12
Extreme Poster (Next: 5000)
Posts: 3242
Rating: +270/-27
I'm a Fishbot
Re: Zedd Physics Library
«
Reply #83 on:
October 13, 2010, 02:18:56 pm »
Already working on it
Don't expect it anytime this year though
Logged
∂²Ψ -(2m(V(x)-E)Ψ
--- = -------------
∂x² ℏ²Ψ
Builderboy
Physics Guru
CoT Emeritus
LV13
Extreme Addict (Next: 9001)
Posts: 5673
Rating: +613/-9
Would you kindly?
Re: Zedd Physics Library
«
Reply #84 on:
October 13, 2010, 02:25:22 pm »
I hope many games to use Zedd in the future
Thats why im planning a complete interface for accessing and modification of both objects and the Zedd world.
Logged
ASHBAD_ALVIN
Guest
Re: Zedd Physics Library
«
Reply #85 on:
October 13, 2010, 02:27:01 pm »
I'd make something with that -- maybe a sidescrolling open world where you can blow things up
Logged
matthias1992
LV6
Super Member (Next: 500)
Posts: 408
Rating: +33/-5
Re: Zedd Physics Library
«
Reply #86 on:
October 13, 2010, 02:31:39 pm »
Very cool builderboy! Now I don't intend to sound demanding saying this but I would like to see angular momentum (spin) in this, that, I think, would finish it off...
I am well aware it is difficult, maye not even possible, to implent...It's just something that would finish it all off. First problem is with the sprites/objects themselfs, if there is spin then the sprite must rotate...
Logged
MASM xxxxxxxxxx aborted | SADce ====:::::: 40% -Halted until further notice| XAOS =====::::: 50% -Units done| SKYBOX2D engine ========== 100% -Pre-alpha done. Need to document it and extend |
~Those who dream by day are cognizant of much more than those who dream by night only. -Sir Edgar Allen Poe-
Builderboy
Physics Guru
CoT Emeritus
LV13
Extreme Addict (Next: 9001)
Posts: 5673
Rating: +613/-9
Would you kindly?
Re: Zedd Physics Library
«
Reply #87 on:
October 13, 2010, 02:35:49 pm »
That would require a feature i have not yet implemented into Zedd, an Open World. Right now the entire world is stored with x256 precision. That means that at some point, the numbers loop back to the beginning. Well 2^16 = 65536 / 256 = 256 pixels wide of a simulation screen. Unfortunately that doesn't give us much scroll space, but i am planning to implement an *open world* where if an Object goes outside of the 256 pixel region, it reverts to x1 accuracy and rudimentary (read: non accurate) physics. When it comes back into the world, it is converted back into x256 accuracy. This might be tricky to implement, but the 256 region is big enough where i could even possibly freeze objects in place when they go outside and not have any physics at all.
EDIT: And in no circumstances will i be implementing Rotation unfortunately. Not only does that make the collision many times more difficult, but the collision physics themselves would take exuberant amounts of time. The entire reason for Zedd's speed is *Because* there is no rotation.
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: Zedd Physics Library
«
Reply #88 on:
October 13, 2010, 03:33:55 pm »
Wow nice Builderboy. Could you make a screenshot with even more different sprite sizes like a 8x8, 8x16, 1x1 and 24x24 one?
Logged
Builderboy
Physics Guru
CoT Emeritus
LV13
Extreme Addict (Next: 9001)
Posts: 5673
Rating: +613/-9
Would you kindly?
Re: Zedd Physics Library
«
Reply #89 on:
October 13, 2010, 05:24:22 pm »
Im actually working on a sandbox demo to give everyone 100% control of Zedd and the new features
Logged
Print
Pages:
1
...
4
5
[
6
]
7
8
...
11
Go Up
« previous
next »
Omnimaga
»
Forum
»
Calculator Community
»
Other Calc-Related Projects and Ideas
»
TI Z80
»
Zedd Physics Library