between-step collision checking
13 posts • Page 1 of 1
between-step collision checking
if this will be implemented, there will be no narrow-collision tests needed anymore
the title might be a bit hard to understand, but i will explain it pretty easy with images:
as how the current collision system works, it only reacts when there IS a collision
like this:
this is actually a very bad collision system...
this is how i think it should go:
1. an objects has a speed, dir etc...
2. the next pos has to be calculated
3. next pos is calculated
4. it makes a curve between the object speed, dir, etc...
5. if the curve hits any object, it starts to calculate when it hits the object.
6. it calculates how much time is left after the collision, and calculates how far it has to go...
7. once it now knows that there will be a collision within the next step (step isn't made yet), and knows where to go to, it places the object on the right pos with the right speed, dir etc...
8. repeats this for all objects...
9. when all objects are done && draw_timout is finished, redraw the screen.
10. start the next step.
example of that:
explanation of the imgs:
circle = the object
laser = trajectory
if this will be implemented, and optimized, it might make Algodoo a better simulator, because no high-speed penetration is possible anymore.
i know i made some spelling mistakes...
the title might be a bit hard to understand, but i will explain it pretty easy with images:
as how the current collision system works, it only reacts when there IS a collision
like this:
this is actually a very bad collision system...
this is how i think it should go:
1. an objects has a speed, dir etc...
2. the next pos has to be calculated
3. next pos is calculated
4. it makes a curve between the object speed, dir, etc...
5. if the curve hits any object, it starts to calculate when it hits the object.
6. it calculates how much time is left after the collision, and calculates how far it has to go...
7. once it now knows that there will be a collision within the next step (step isn't made yet), and knows where to go to, it places the object on the right pos with the right speed, dir etc...
8. repeats this for all objects...
9. when all objects are done && draw_timout is finished, redraw the screen.
10. start the next step.
example of that:
explanation of the imgs:
circle = the object
laser = trajectory
if this will be implemented, and optimized, it might make Algodoo a better simulator, because no high-speed penetration is possible anymore.
i know i made some spelling mistakes...
Last edited by Bronie12345 on Sat Mar 20, 2010 1:18 am, edited 1 time in total.
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Bronie12345 - Posts: 451
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Re: between-step collision calculating
that is actually a really good idea! It would be more hardware intensive, so maybe it could be an option like incompressible fluids is an option?
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izacque - Posts: 483
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Re: between-step collision calculating
that would be possible (i think)
i think, if they implement this, they will probably also implement multi-core support, because phun/algodoo will become alot harder for the hardware, yes.
i think, if they implement this, they will probably also implement multi-core support, because phun/algodoo will become alot harder for the hardware, yes.
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Bronie12345 - Posts: 451
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Re: between-step collision calculating
Maybe they could do like what they do with incompressible fluids; offer a checkbox so it doesn't always have to be on and lagging your computer.
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Sonic - Posts: 1467
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Re: between-step collision calculating
Sonic wrote:Maybe they could do like what they do with incompressible fluids; offer a checkbox so it doesn't always have to be on and lagging your computer.
Look two posts above yours.
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Chronos - [Most Active Member 2010]
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Sonic - Posts: 1467
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Re: between-step collision checking
Good idea. Bot Algodoo won't be always able to predict collision (new geometries are spawned or other unexpected things).
Moreover, it could lag as hell for many objects. The present collision system doesn't bother with checking collisions between objects that are too far away. (that's why 1000 separate circles are not laggy, but 1000 stacked circles are very laggy). Your system could make such optimisation much harder to do.
Moreover, it could lag as hell for many objects. The present collision system doesn't bother with checking collisions between objects that are too far away. (that's why 1000 separate circles are not laggy, but 1000 stacked circles are very laggy). Your system could make such optimisation much harder to do.
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davidz40 - Posts: 438
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Re: between-step collision checking
I think the biggest problem is conservation of energy and predicting rotation-based collisions.
But keeping the laws of physics intact would require loads and loads of work I think.
But keeping the laws of physics intact would require loads and loads of work I think.
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link0007 - Posts: 408
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Re: between-step collision checking
in other words, won't come any time soon (probably just doesnt come)
anyway, thanx for even looking into this topic, link...
anyway, thanx for even looking into this topic, link...
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Don't go into a topic unprepared... Read the whole topic, including all the comments, before posting.
92% of teenagers have resorted to rap music. If you are part of the 8% who listens to real music, put this in your signature.
90% of teenagers today would die if Myspace/Facebook were completely destroyed. If you are one of the 10% who would be laughing their heads off, add this to your signature.
Don't go into a topic unprepared... Read the whole topic, including all the comments, before posting.
92% of teenagers have resorted to rap music. If you are part of the 8% who listens to real music, put this in your signature.
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Bronie12345 - Posts: 451
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Re: between-step collision checking
Why are you thanking Link?
He doesn't even work for Algoryx.
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Chronos - [Most Active Member 2010]
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Re: between-step collision checking
He runs this site. He gets paid by Algoryx (You do get paid right? ) i guess that counts as working for Algoryx.
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Mystery - Posts: 2802
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Re: between-step collision checking
He doesn't get paid, I'm pretty sure. That's why he's a part-time ninja for hire.
TheWinkits wrote:They both looks of cuking amazing
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Chronos - [Most Active Member 2010]
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Re: between-step collision checking
But i would think he gets paid or at least got paid for starting and running this site.
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Mystery - Posts: 2802
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