I'm working on a phisics based game and I have a question
Is it possible to make almost real phisics inside Unity engine??
Because when I put a rolling sphere at top of a ramp and let it roll... it moves very slow... and when I do it in real life... obviously the ball rolls with certain speed depending on the angle of the ramp... less angle = less speed... more angle = more speed
I tried:
Removing drag
Removing angular drag
Changing the values in interpolate and collision detection
Changing the mass value
Any help will be apreciated
Thanks in advance
Be sure to check the scale of your objects, it is very easy to set up a scene at the wrong scale because there's no easy frame of reference!
Unity's units map to 1 meter, so if your objects are extremely large, they will appear to move more slowly because the physics engine is set up to respect this scale by default.
A marble should have a diameter of roughly 0.025 units, and a person should be around 1.7 units tall!
I think your error is the scale objects. I found this link that may can help you: http://gamedevelopment.tutsplus.com/articles/how-to-fix-common-physics-problems-in-your-game--cms-21418
Related
i want to ask a question about the effect of object size object performance. I have made 10 cubes of 100units size and 10 cubes of 1 unit size. Will my fps be lower in the first case.
If you are going to be making a map try to make the shapes as simple as possible, what I mean is if you have a room, don't put 6 cubes that all connect to form a room, just use a plane and connect it, or make the inside of your cube transparent. This comes very useful if you are building large maps, if you are making something simple, than this won't really make a difference. But I recommend getting in the practice of making everything as simple as possible, so you already have practice when you make a bigger game.
It all depends on the camera's field of vision actually. The more items visible at a time will demand more from the system. Also, Sizes won't be that much of a trouble in orthographic but in the perspective mode, it will surely hit the system's demand.
I was wondering what the basic units of velocity are in Pymunk. If I put in a velocity of (50,50) does that correspond to 50 pixels/second in each direction? The API says that the units of angular velocity are rad/s but doesn't say anything about linear velocity.
Thanks.
Chipmunk avoids enforcing any particular units or scales. If you are using pixels for distance, and seconds for time, then velocity is in pixels per second. If you want to use meters and hours that’s fine too. As long as you drive it with the right input and interpret the output correctly you are good.
I'm experimenting some issues when work with real worlds.
The center of my camera is 280000, 45787254 (for example).
The extension of my world is about 500 x 500 (not too big)
I'm using data based in metric units (meters).
I have created a tile map structure build with simple planes.
I see little gaps between the plane borders and this planes are built to be contiguous (that is xmin of the adjacent plane is equal to xmax of previous).
In the past I have issues related with ray cast.
Matrix projection with this big units have low precision.
Change near value to number great than 10 can be the fix. However, using this value means bad visualization (you can't place the cam much near of the scene, it disappears).
I talked with the guy who develops potree and he said me is had to move the lidar worlds to 0,0 to work properly.
So... the final solution is to work in 0,0 worlds, isn't it ?
Or is there any trick we can do at matrix calculations?
I'd like to know three.js developers.
Floating point math is best at ranges close to zero, you just end up compounding errors as you move far away. You can always do as much math as possible near the origin and then translate the result to wherever you need, that will help with some of it, but if you can, work in local coordinates.
Potree probably gets odd ripple-looking aliasing effects when too far from the origin, no?
I am working on a software (Ruby - Sketchup) to calculate the radiation (sun, sky and surrounding buildings) within urban development at pedestrian level. The final goal is to be able to create a contour map that shows the level of total radiation. With total radiation I mean shortwave (light) and longwave(heat). (To give you an idea: http://www.iaacblog.com/maa2011-2012-digitaltools/files/2012/01/Insolation-Analysis-All-Year.jpg)
I know there are several existing software that do this, but I need to write my own as this calculation is only part of a more complex workflow.
The (obvious) pseudo code is the following:
Select and mesh surface for analysis
From each point of the mesh
Cast n (see below) rays in the upper hemisphere (precalculated)
For each ray check whether it is in shade
If in shade => Extract properties from intersected surface
If not in shade => Flag it
loop
loop
loop
The approach above is brute force, but it is the only I can think of. The calculation time increases with the fourth power of the accuracy (Dx,Dy,Dazimth, Dtilt). I know that software like radiance use a Montecarlo approach to reduce the number of rays.
As you can imagine, the accuracy of the calculation for a specific point of the mesh is strongly dependent by the accuracy of the skydome subdivision. Similarly the accuracy on the surface depends on the coarseness of the mesh.
I was thinking to a different approach using adaptive refinement based on the results of the calculations. The refinement could work for the surface analyzed and the skydome. If the results between two adjacent points differ more than a threshold value, than a refinement will be performed. This is usually done in fluid simulation, but I could not find anything about light simulation.
Also i wonder whether there are are algorithms, from computer graphics for example, that would allow to minimize the number of calculations. For example: check the maximum height of the surroundings so to exclude certain part of the skydome for certain points.
I don't need extreme accuracy as I am not doing rendering. My priority is speed at this moment.
Any suggestion on the approach?
Thanks
n rays
At the moment I subdivide the sky by constant azimuth and tilt steps; this causes irregular solid angles. There are other subdivisions (e.g. Tregenza) that maintain a constant solid angle.
EDIT: Response to the great questions from Spektre
Time frame. I run one simulation for each hour of the year. The weather data is extracted from an epw weather file. It contains, for each hour, solar altitude and azimuth, direct radiation, diffuse radiation, cloudiness (for atmospheric longwave diffuse). My algorithm calculates the shadow mask separately then it uses this shadow mask to calculate the radiation on the surface (and on a typical pedestrian) for each hour of the year. It is in this second step that I add the actual radiation. In the the first step I just gather information on the geometry and properties of the various surfaces.
Sun paths. No, i don't. See point 1
Include reflection from buildings? Not at the moment, but I plan to include it as an overall diffuse shortwave reflection based on sky view factor. I consider only shortwave reflection from the ground now.
Include heat dissipation from buildings? Absolutely yes. That is the reason why I wrote this code myself. Here in Dubai this is key as building surfaces gets very, very hot.
Surfaces albedo? Yes, I do. In Skethcup I have associated a dictionary to every surface and in this dictionary I include all the surface properties: temperature, emissivity, etc.. At the moment the temperatures are fixed (ambient temperature if not assigned), but I plan, in the future, to combine this with the results from a building dynamic thermal simulation that already calculates all the surfaces temperatures.
Map resolution. The resolution is chosen by the user and the mesh generated by the algorithm. In terms of scale, I use this for masterplans. The scale goes from 100mx100m up to 2000mx2000m. I usually tend to use a minimum resolution of 2m. The limit is the memory and the simulation time. I also have the option to refine specific areas with a much finer mesh: for example areas where there are restaurants or other amenities.
Framerate. I do not need to make an animation. Results are exported in a VTK file and visualized in Paraview and animated there just to show off during presentations :-)
Heat and light. Yes. Shortwave and longwave are handled separately. See point 4. The geolocalization is only used to select the correct weather file. I do not calculate all the radiation components. The weather files I need have measured data. They are not great, but good enough for now.
https://www.lucidchart.com/documents/view/5ca88b92-9a21-40a8-aa3a-0ff7a5968142/0
visible light
for relatively flat global base ground light map I would use projection shadow texture techniques instead of ray tracing angular integration. It is way faster with almost the same result. This will not work on non flat grounds (many bigger bumps which cast bigger shadows and also change active light absorbtion area to anisotropic). Urban areas are usually flat enough (inclination does not matter) so the technique is as follows:
camera and viewport
the ground map is a target screen so set the viewpoint to underground looking towards Sun direction upwards. Resolution is at least your map resolution and there is no perspective projection.
rendering light map 1st pass
first clear map with the full radiation (direct+diffuse) (light blue) then render buildings/objects but with diffuse radiation only (shadow). This will make the base map without reflections and or soft shadows in the Magenta rendering target
rendering light map 2nd pass
now you need to add building faces (walls) reflections for that I would take every outdoor face of the building facing Sun or heated enough and compute reflection points onto light map and render reflection directly to map
in tis parts you can add ray tracing for vertexes only to make it more precise and also for including multiple reflections (bu in that case do not forget to add scattering)
project target screen to destination radiation map
just project the Magenta rendering target image to ground plane (green). It is only simple linear affine transform ...
post processing
you can add soft shadows by blurring/smoothing the light map. To make it more precise you can add info to each pixel if it is shadow or wall. Actual walls are just pixels that are at 0m height above ground so you can use Z-buffer values directly for this. Level of blurring depends on the scattering properties of the air and of coarse pixels at 0m ground height are not blurred at all
IR
this can be done in similar way but temperature behaves a bit differently so I would make several layers of the scene in few altitudes above ground forming a volume render and then post process the energy transfers between pixels and layers. Also do not forget to add the cooling effect of green plants and water vaporisation.
I do not have enough experience in this field to make more suggestions I am more used to temperature maps for very high temperature variances in specific conditions and material not the outdoor conditions.
PS. I forgot albedo for IR and visible light is very different for many materials especially aluminium and some wall paintings
Ok so I have bunch of balls:
What I'm trying to figure out is how to make these circles:
Rotate based on the surfaces they are touching
Fix collision penetration when dealing with multiple touching objects.
EDIT: This is what I mean by rotation
Ball 0 will rotate anti-clockwise as it's leaning on Ball 3
Ball 5 will rotate clockwise as it's leaning on Ball 0
Even though solutions to this are universal, just for the record I'm using Javascript and SVG, and would prefer implementing this myself rather than using a library.
Help would be very much appreciated. Thanks! :)
Here are a few links I think would help you out on your quest:
Box2D
Advanced Character Physics
Javascript Ball Simulation
Box2D has what your looking for, and its open source I believe. You can download the files and see how they do what they do in order to achieve your effect.
Let me know if this helps, trying to get better at answering questions on here. :)
EDIT:
So I went ahead and thought this out just a bit more to give some insight as far as how I would approach it. Take a look at the image below:
Basically, compare the angles on a grid, if the ball is falling +30 degrees compared to the ball it falls on then rotate the ball positively. If its falling -30 degrees compared to the ball it fall on then rotate the ball negatively. Im not saying this is the correct solution, but just thinking about it, this is the way I would approach the problem off the bat.
From a physics standpoint it sounds like you want to conserve both linear and angular momentum.
As a starting point, you'll want establish ODE matrices that model both and then perform some linear algebra to solve them. I personally would use Numpy/Scipy (probably using a sparse array) for that solution. But there are many approaches (sympy comes to mind). What modules do you want to use?
You'll want to familiarize yourself with coefficient of restitution and coefficient of friction and decide if you want to conserve kinetic energy too. (do you want/care if they keep bouncing and rolling around forever?) (you'll probably need energy matrices as well)
You'll be solving these matrices every timestep all the while checking the condition that no two ball centers are closer than the sum of the two radii. (..and if they do, you adjust the momentum and energy terms for a post-collision condition)
This is just the barest of beginnings to a big project. Can I ask why you want to do this from scratch?
I would recommend checking out game physics simulation books and articles. See O'Reilly's Physics for Game Developers and the Gamasutra website, for example.