Added: 4 years ago
From: maximile
Views: 55,731
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  • I wonder if viscosity can be simulated by setting the friction coefficient to some function of viscosity. It would be interesting...

  • nvidia physX is better and realtime

  • @chachacha3nOs Welcome to 3 years ago, did you know that computers get better over time?

  • what thats stupid how do all these people have it

  • i have recently downloaded but i don't know how to start it >:-(

  • Me neither :(

  • Fluids are just solids that deform continuously under shearing forces, so low friction circles/sphere is a kind of approximation. Works out well enough. Check out my stuff for another particle-based approach.

  • after all liquid is composed of eeny teeny bits of particles..........

  • will this work on iphone?

  • too heavy

  • Yes, it will work on the iPhone (I've done it myself) but, expectedly so, you're limited on the number of shapes you can have. It doesn't look nearly as organic as this though.

  • possible in mmf2?

  • amazing

  • how do i download this i tried but it said windows cannot open this file HELP!

  • It hasn't been released yet, and when it is it'll be Mac only. Check the Chipmunk site for other 2D physics things, or Google for phun or something.

  • i know i was kiddin anyway i got oe cake so im all good

  • @maximile hey high negative friction makes it very viscosity like but too high and particles explode

  • ROFLMAO!!!!

    You need to compile it first.

  • very cool

  • Awesome

  • how nuts is that! I wish I was a responsibility free young munchkin again - id be playing with that all year!!!!!!

  • hehe, get a job in game development ^_^

  • can u help me i downloaded it but its just text files how do i play it?

  • Nice work! Tell me, how hard does this reflect on FPS?

  • Pretty hard; once you get up to around 4000 circles it takes around six seconds per frame.

  • There is even a type of nuclear power plants basing upon this effect. The so called PBR (pebble bed reactor) is basing on small spheres in which nuclear fuel is in. Burnt out spheres sink to the ground during the hotter spheres rise to the top of the reactor. I think it would be really interesting to simulate this process in this physics engine.

  • Thanks; I'd never heard of that. Just been reading about it on Wikipedia.

  • instead of waiting for a true collision, maybe the dots could start to repel eachother once they get close. You could use less particles and still have the fluid appearance. Thoughts?

  • Sounds like a good idea. Sounds like the sort of thing that would have to be added to the physics engine though, and I don't understand it well enough to do that yet.

    Someone else has a few videos demonstrating "Long Range Interaction" in Chipmunk; maybe that's a step in that direction.

  • What did you use to capture the video?

  • I wrote the windowing and drawing system for this, so I just added code to export every frame to a TIFF file.

    When I do want screen capture software, I usually use iShowU.

  • And you don't suppose you'll be releasing the code for this?

  • Not for a while; it's buggy and doesn't do nearly as much as I want it to yet. There are lots of cool things that use the Chipmunk Physics engine that *do* have source code available though; have a look on the site linked in the description.

  • Simply awesome! Is this captured in real-time? If so, what are the specs of your PC?

  • It's definitely not real-time; check the description. It ran smoothly (20FPS or more) until there were about 500 circles on the screen on my 2GHz Core Duo with 2GB RAM.

  • ah right, missed the description ;-) Thanks for clearing that up! Is this demo code available somewhere?

  • Not yet I'm afraid, but there are other demos and source code available on the Chipmunk Physics page.

  • I noticed that, thanks! I'll definitely look into this a bit more. Although I might be a bit worried about the required performance. I also wonder if there are any major performance differences between its C++ predecessor: Box2D.

    In any case, thanks a lot for sharing this! If you make any other cool movies like this, please let me know ;)

  • It's the first 2D physics engine I've played with, so I'm not the best person to ask. You might try at the forums at the website.

    I'm glad you like it. :)

  • Yeah i wonder what PC could handle with this amount of particles. I think i would use a little bit less particles and try to play with blobs.

  • not sure if that is chipmunk.

  • It uses a library called Chipmunk Physics.

  • maximile. uncertatinty about what whether this rendering uses chipmunk. or not is what i meant to express.

  • Chipmunk doesn't do the rendering; it just handles the physics. The rendering is done by OpenGL in a Cocoa application I wrote.

  • enlightening

  • that is pretty funky

  • wow! that is really cool!

  • cooooooooooool

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