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Physics Toy

Last post 09-09-2008 4:43 AM by akA. 29 replies.
  • 03-21-2008 6:21 PM

    Physics Toy

    Hi, I've created this goo simulation that I wanted to show off:

    It starts with a familiar windows background image and lets you apply forces to tear it up and stick it back together.

    Use the Left, Middle, and Mouse buttons to Repel, Spin, and Attract particles.

    Goo Simulator


  • 03-21-2008 8:29 PM In reply to

    Re: Textured fluid simulation

    that is really cool... I'm always impressed by your soft-body physics simulations.  when are you going to make a "proper game" out of all this tech that you've developed? :P
    Go Go Gadget XNA!
  • 03-21-2008 9:25 PM In reply to

    Re: Textured fluid simulation

    well, i did just make this really fast verlet simulator, utilizing the same tech in my fluid demos to speed up collision checking drastically. as you can see, stacking works too (luckily :)). i'm going to try and make something kind of like powder game.


  • 03-23-2008 11:00 AM In reply to

    Re: Textured fluid simulation

    can you explain in details, how did you do that?
    did you use some kind of physics engine?

    even if so, can you explain , how it wokrs?

    thank you very much


  • 03-23-2008 1:39 PM In reply to

    Re: Textured fluid simulation

    well, there's not much. i figured instead of drawing every sprite with just Color.White, i would mix it up a bit and draw particles with a specific color.
  • 03-23-2008 2:19 PM In reply to

    Re: Textured fluid simulation

    That's cool!  Gooey gravitating goop!  How do I grab the pieces?
  • 03-24-2008 8:25 AM In reply to

    Re: Physics Toy

    here's a new version of the physics toy with shaders.

    you can use the left, middle, and right mouse buttons to create the different materials.

    you can use the mouse buttons while holding down the key F to repel, spin, and attract particles.

    download here


  • 03-25-2008 12:40 AM In reply to

    Re: Textured fluid simulation

    This is great. How long did it take you to make this? I'm new to particle systems so where would you recommend I start if I wanted to do something like this?
  • 03-25-2008 12:34 PM In reply to

    Re: Textured fluid simulation

    kotsoft, you should consider releasing your source.  Big Smile lol
  • 03-25-2008 1:23 PM In reply to

    Re: Textured fluid simulation

    This is a really good article about fluid simulation. It gives you all the pseudocode, so you should have no trouble implementing it. In fact, it's one of the only physics papers I understand. :) They all have these complex equations with symbols I don't know.

    http://www.iro.umontreal.ca/labs/infographie/papers/Clavet-2005-PVFS/pvfs.pdf
  • 03-26-2008 12:30 PM In reply to

    Re: Textured fluid simulation

    Thanks!  The paper is just as good as source!
  • 03-26-2008 10:39 PM In reply to

    Re: Textured fluid simulation

  • 04-10-2008 10:40 AM In reply to

    Re: Textured fluid simulation

    I have read over and over this paper and whilst I am confident I can implement the psuedocode I just can't seem to understand how it applies to three or even two dimensional space.

    Both velocity and position seem to be calculated in one vector only- how does this translate to movement on a 2d or 3d plane?

    I may be jumping in the deep end somewhat by challening myself to produce an XNA implementation of the psuedocode but any help you could give me to better understand the concepts and how they apply would be greatly appreciated.
  • 04-23-2008 6:52 PM In reply to