Author Topic: Physics engine  (Read 4774 times)

Offline Numsgil

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Physics engine
« on: November 20, 2007, 08:57:53 AM »
I've decided on a physics engine to use.  I was on the fence as to wether I'd use a prebuilt engine or a custom one, but I've decided to at least start with a prebuilt solution.  If I need to later, I can always create a custom physics engine.  Anyway, Chipmunk2D is what I settled on.  I'm currently working on a .NET wrapper for it.  Bots will be rigid body capsules that can stretch/shrink themselves in limited ways.

You can see a youtube of the stuff Chipmunk can do on youtube.
« Last Edit: November 20, 2007, 08:58:20 AM by Numsgil »

Offline Botsareus

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Physics engine
« Reply #1 on: December 20, 2007, 02:15:51 PM »
I hope you will not change the physics engine too much so it is easyer to tranlsate robots from earlyer virsions...

Offline Numsgil

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Physics engine
« Reply #2 on: December 20, 2007, 02:19:25 PM »
That's not really one of my concerns.

Offline Botsareus

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« Reply #3 on: December 20, 2007, 02:27:59 PM »
 that means all the cool old bot's will get lost... Can you please make it a little bit your consern??? :sad:

Offline MacadamiaNuts

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Physics engine
« Reply #4 on: December 20, 2007, 03:35:18 PM »
That Chipmunk looks utterly amazing. I've browsed the other YT videos.
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Offline Peter

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Physics engine
« Reply #5 on: December 20, 2007, 03:37:00 PM »
Well, I don't think it would be very easy to let the old bots work and make something new.

I don't care that much if the older bots don't work very good, or not even work. As long as the tie-phycics work fine in the new version, in the VB-version they are somewhat springy and unpredictable.

If the new version comes out it means we gotta make many, many new bots.
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Offline EricL

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Physics engine
« Reply #6 on: December 20, 2007, 03:41:36 PM »
Quote from: Peter
As long as the tie-phycics work fine in the new version, in the VB-version they are somewhat springy and unpredictable.
I'm always open to suggestions.  Changing the default inherent springyness of ties is relativly easy.  I would love it if someone would write some test bots using .stifftie and give me feedback on whether we should change the springness over the range of values including the default...
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Offline Numsgil

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Physics engine
« Reply #7 on: December 20, 2007, 04:16:18 PM »
I think the issues with ties at present is that they're springy at all.  It's like trying to build a building using silly putty.  Or more accurately it's like trying to build a structure using springs

To fix it you'd need to move to a rigid body physics system.  Which is a can of worms I've been opening for most of two years