New iRIGID Engine demo

Community Forums/Showcase/New iRIGID Engine demo

Bouncer(Posted 2003) [#1]
Here's the new rigid body engine demo.

Engine Features:
- Supports objects of any size and shape, with different weights and offkilter center of gravity.
- Supports external springs and particle locking.
- Realtime timestep adjustment possible.

Use mouse to insert some forces to particles. If you punish them hard enough, they can act in a bizarre ways. Just add the amount of iterations. It's allmost imposible to get simulation to go crazy with iterations >4.

Here's a screenie and a download link:



http://www.kotiposti.net/naama/irigid12.rar

Have fun...


Bouncer(Posted 2003) [#2]
ahhh.... should be
http://www.kotiposti.net/naama/iRIGID12.rar


fredborg(Posted 2003) [#3]
Fabulous!

1 Iteration | 1024x768 | 200 Objects | Limit: 50-51 FPS | No Limit: 150-200 FPS
8 Iterations | 1024x768 | 200 Objects | Limit: 50-51 FPS | No Limit: 50-55 FPS

Win2000 | P4 2.2GHz | 1GB Ram | GeForce 4-Ti4200

Fredborg


hub(Posted 2003) [#4]
Fantastic !

1024x768, 200 objects
1 iteration, 42 FPS
2, 39
4, 33
8, 26


Bouncer(Posted 2003) [#5]
oh... and please tell me how it runs with different number of iterations... thanks.


Genexi2(Posted 2003) [#6]
Holy.........


Dock(Posted 2003) [#7]
Wow, this works brilliantly! May I ask what your plans are for this system? You're obviously keeping it all 2D...

At the highest resolution, with all items, my frame rate was 49 for 1 iteration, dropping to 26 for 8 iterations. Is this calculation processor dependant? That is, if I had a really crappy 3D card, would I get similar results?


Bouncer(Posted 2003) [#8]
Yes, calculations are all processor dependant.

I'm just making the engine for my game, which is a 2d duel game (propably), so I don't know what my plans are for the engine, except I'm gonna make it better ;)

It would be nice to see if it can be made in 3d... but I'm first atleat going to perfect the current 2d one and learn some more about physics.


Genexi2(Posted 2003) [#9]
Just wonderin, what the hell is an "iteration" ?

Just every time I jack it up some the FPS drops a bit...


Bouncer(Posted 2003) [#10]
Iterations is the amount of times the physics part is updated per loop. So when you add more iterations, the collide system and rest of the calculus becomes more accurate. And so there's less penetrating of objects etc...


SSS(Posted 2003) [#11]
i cant download it, when i click on it it just gives tones of letters and symbols


Bouncer(Posted 2003) [#12]
Use rightmouse + save target as........... that should work.


EOF(Posted 2003) [#13]
Any chance of a zip version?
I always get CRC errors with WinAce and don't fancy installing any other unpackers.


Sterling(Posted 2003) [#14]
Very very cool stuff!


SopiSoft(Posted 2003) [#15]
wow, very cool stuff!!!


Psycoach(Posted 2003) [#16]
A zip version would be great : I am in the same situation as SSS and Syntax Error :-(


poopla(Posted 2003) [#17]
I can say flat out I would pay $200 for that. If you were selling it :). Best rigid body physics ive seen thus far.


Bouncer(Posted 2003) [#18]
Here's the ZIP version:

http://www.kotiposti.net/naama/iRIGID12.zip


Snarty(Posted 2003) [#19]
Nice engine, although the sprites will be a little dependant on 3D hardware since render speeds will be added to the calculations.


EOF(Posted 2003) [#20]
Amazing stuf naama!!
Reminds me very much of the Actor Demo.
See www.vividimage.co.uk


SSS(Posted 2003) [#21]
thats is by far the best rigid body physics system ive ever seen!


bradford6(Posted 2003) [#22]
Excellent!

that is fantastic and very fast!

will you be doing a 3D version of this???


Bouncer(Posted 2003) [#23]
Changed my name to Bouncer if anyone wonders...

bradford6: At the moment no.... later maybe.


bradford6(Posted 2003) [#24]
Bouncer,

you WILL do a 3d version of this. You are under my direct control. watch the pendulum swinging slowly...you are feeling lightheaded and sleepy...that's right...


seriously. This is a fantastic demo


Genexi2(Posted 2003) [#25]
Got my FPS rates down, got same results for the first few rez's :

200 objects,

1 iteration, 104 FPS
2, 78
4, 52
8, 31

AMD Athlon XP1800+, 512mb DDR RAM
GeForce4 TI4600 (which aint even workin right..)

On another note, just notice theres this cursor I can move around with the mouse and grab things with. =D Cooooool...


starfox(Posted 2003) [#26]
could you make that in 16 bit, 32 bit doesn't work on my computer.


Isaac P(Posted 2003) [#27]
k

1024x768

200 objects @ 8 iterations

50+ fps

xp 2200+ 512 ddr
ti 4600


Physt(Posted 2003) [#28]
Ditto on the 16 bit please. :)


Madcap13(Posted 2003) [#29]
that is the fricken BOMB!
and I agree with T-Bogard. I'd be willing to cough up dosh
for that engine, even just in 2d.


bradford6(Posted 2003) [#30]
How did you do it?

would you be willing to post a tutorial on the physics involved?


Sterling(Posted 2003) [#31]
Come on Bouncer you KNOW you want to do a 3D version! ;)


SSS(Posted 2003) [#32]
yeah man that would be soooo cool, and how much more diff... shouldnt ask that


Bouncer(Posted 2003) [#33]
I don't really have the time at the moment to write a tutorial. But this kind of RB system is not that hard to implement. You don't have to know anything about torques or rotations etc... This is basicly just basic particle / spring physics system (but that's the beauty of it).

Take a look at Vodermans rigid body phyciscs code in the code archives and read article by Thomas Jakobsen on Advanced Character Physics. You can find it easily, it's all over the web. These should get anyone interested started.

And thanks to all for the FPS counts... that's really helpful.

ps. I just might do some experiments with 3D...


Vorderman(Posted 2003) [#34]
That's an amazing demo - I know you listed my rigid body spring system as a starting point but it seems to be way beyond that.

Any chance you'll release the source code?


semar(Posted 2003) [#35]
Really impressive.

Would be nice to have a template source code where to start from, so to make a billiard game for example, with a 'minimalistic' rigid body phisics already in.

Great job !

Sergio.


Dr Derek Doctors(Posted 2003) [#36]
Does the engine as it stands allow for collision against the environment (presumably defined as a series of lines)? If not, I probably have a load of code which may be of assistance to you as I did a shedload of programming in this area recently.


Bouncer(Posted 2003) [#37]
In the next version there's gonna be collision to static environment...

I'm not gonna be releasing any source at least not yet... because I'll be using that engine in my game, sorry.

Check out miracles stuff.. it's in General Discussions... he is doing same kind of stuff... there's source also.


Bouncer(Posted 2003) [#38]
http://www.kotiposti.net/naama/iRIGID12.zip

Just updated it to support 16 bit screenmodes as some of you wanted... have fun.


Steve C ™(Posted 2003) [#39]
Awesome! The best rigid body engine I've ever seen on a computer before :)

12fps with 200 objects and 8 iterations
&
35fps with 200 objects and 1 iteration

On a P3 450mhz, 128 meg, GeForce 3

EDIT : this was in 800x600 by the way


starfox(Posted 2003) [#40]
cool!


Steve C ™(Posted 2003) [#41]
This could be the perfect engine for one of those games where you need to set off a chain of events to get the ball into the basket. Obviously you would need objects like fans, slopes, balloons etc too ;)


EOF(Posted 2003) [#42]
Here, have an award!!




Bouncer(Posted 2003) [#43]
Thanks....
How about a Nobel next... ;)


poopla(Posted 2003) [#44]
Bouncer, are you using a standard verlet scheme? Or something of your own devise?


LineOf7s(Posted 2003) [#45]
Sweet mother of God how cool is that?!

Okay, just had to add that. :o)


Bouncer(Posted 2003) [#46]
T-Bogard: Yes... it's using the standard verlet scheme.

Working with the static object collisions now... I hope I can send in a new demo later today... or next week ;)