Scripts, Tools & Methods Developed at Hook
42 Posts since November, 2009
While hopping between projects the idea of a particle-based approach to rigid-body kinematics soon became my white whale, obsession ensued and I quickly began filling enough notebooks to fill a John Doe apartment. While the mechanics of rigid-bodies can be fairly simply described and implemented with linear and angular properties, my goal with ‘fuzzy physics’ has been to at least test out the possibilities of a different approach to physics-based movement, one a little more accessible to someone that is programmer by trade but animator by craft (in other words, can’t do a Jacobi rotation to save his life)
While position-based dynamics can quickly create cool IK and rope effects due to its particle/constraint structure, it is often mentioned solely in the context of cloth and soft-body simulation while rigid body dynamics are only hinted at, and for good reason. Most behaviors of position-based systems are emergent and make much of the work feel [...]
In my last post I went over basic velocity-less integration and constraint systems to create some simple and easy inverse kinematic dynamics. Before moving on to more complicated fair like rigid bodies and particle systems from that groundwork, I wanted to try and apply those basic principles to something a little more tangible. After all, [...]
Have you ever looked at yourself in the mirror and said that Flash Player 9′s 3D options are just as great as those available in Flash Player 10? No. That’s because you would never do that. Never.
In the world of Flash Player 9, you aren’t given too many 3D options. Papervision and Away3D. Those two seem to be the most stable and full-featured. How do you rotate an object to a particular rotation over time? When integrated with a physics engine (I was using JigLib), this isn’t so simple. Both engines have a great lookAt() method that will rotate your object in a particular direction, however I wanted to do this gradually, not instantaneously.
If you’ve ever worked on any client projects requiring ‘realistic’ or ‘real-world’ physics, you’ve probably found that their idea of realistic differs wildly from the physics resultant from the Big Bang. Likewise with games, its often enough and even better to convey the feel of physics rather than running a precise simulation. After all, you [...]