CGTalk Verlet integration ?
 06-04-2008, 11:21 PM #1 Polimeno renatopolimeno   portfolio Renato Polimeno Technical Artist Freelancer Sao Paulo, Brazil   Join Date: Sep 2004 Posts: 622 Verlet integration ? can anyone explain me what exactly it does ??? and if possible, show a simple formula to start playing in MXS. references : http://www.vimeo.com/1101897 http://www.d3coy.com/downloads/Real...d%20Physics.rar http://www.d3coy.com/gallery.htm ps: if someone have more references, please, post ! __________________ ◊ Website ◊ Twitter ◊ Facebook ◊ Google+ Last edited by Polimeno : 06-05-2008 at 05:47 AM. share quote
06-08-2008, 07:15 PM   #2
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Lukáš Duběda
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Quote:
 Originally Posted by RNThead can anyone explain me what exactly it does ??? and if possible, show a simple formula to start playing in MXS. references : http://www.vimeo.com/1101897 http://www.d3coy.com/downloads/Real...d%20Physics.rar http://www.d3coy.com/gallery.htm ps: if someone have more references, please, post !

The Verlet formula helps you to calculate "particle" position at time with forces, such as velocity, gravity etc... in mind. As a result of this, you can "simulate" dynamics in real-time. Just like d3coy demonstrates on his blog on the three bells. A very nice demo, btw.

Btw: by "particle", I actually mean a point in space. It can be a vertex, it can be an actual particle or even a point helper, or whatever, since you'll be calculating values for X, Y and Z coordinate, which, in turn, gives you the complete Point3 position value (in Max language) for your object.
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 06-08-2008, 09:44 PM #3 Polimeno renatopolimeno   portfolio Renato Polimeno Technical Artist Freelancer Sao Paulo, Brazil   Join Date: Sep 2004 Posts: 622 __________________ ◊ Website ◊ Twitter ◊ Facebook ◊ Google+ Last edited by Polimeno : 06-08-2008 at 10:07 PM. share quote
 06-08-2008, 10:01 PM #4 Polimeno renatopolimeno   portfolio Renato Polimeno Technical Artist Freelancer Sao Paulo, Brazil   Join Date: Sep 2004 Posts: 622 good ones: http://www.gamasutra.com/resource_g...cobson_01.shtml " standard verlet integration x’ = xt1 xt1 += (xt1 – xt0) + a . dt xt0 = x’ " http://www.gamedev.net/community/fo...topic_id=201766 i tried to understand and translate, but i don´t have enough knowledges to do that yet.........=S could someone show me a little standard formula to test inside MXS ?? __________________ ◊ Website ◊ Twitter ◊ Facebook ◊ Google+ Last edited by Polimeno : 06-08-2008 at 10:57 PM. share quote
 06-08-2008, 10:13 PM #5 loocas czech me out!   portfolio Lukáš Duběda CEO, Lead TD duber studio™ Praha, Czech Republic   Join Date: Mar 2003 Posts: 1,954 Nice finds, thanks As for an actual MXS code, I'll be doing some R&D in this field soon, so I'll come back and post my results when they're done. At the moment, I only have a few snippets which, alone, aren't of much use. Basically, what it all the formuals say is that you're calculating a position of an object (a Point3 value in Max) in time. The current time, for which you calculate the whole formula, is marked with a letter "t", the time step is marked with a "Dt" (D meaning the triangle, which reads Delta, meaning "offset"). So you step back and forth in time (which is possible in Max as you already know where the object is, was and will be thanks to the animation curves) and calculate given properties. In the end, this whole Verlet Integration forula will result in an real-time dynamics simulation, very primitive though, but you can work on off of that and build extremely complex systems with this knowledge. As I said, I'll be doing some R&D in this field soon, so I'll come back if you haven't figured it out by then. __________________ - Lukáš Duběda | duber studio | duber's blog share quote
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