Future breve Capabilities
Just wondering if there are any plans for future versions of breve being able to simulate non-rigid bodies, such as fluids, elastic objects and/or bendy objects.
~moto
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Future breve CapabilitiesJust wondering if there are any plans for future versions of breve being able to simulate non-rigid bodies, such as fluids, elastic objects and/or bendy objects. ~moto |
Future breve Capabilities
i was wondering about that as well, rain for plants and lakes :) and then surely possibleities for air maybe to allow flying creatures.
Treasure Hunt
Ok, NoZ go hunt us down some good raw open source code for the water effects, or some articles w/o copyright or links. We need to build a repository for these ideas so they don't get lost in the mix. Rather than us doing all the hard work lets find some other groups that figured some of this stuff out, then we can translate it into breve.
No, life is only given to me once and I shall never have it again; I else better not live it at all. —Dostoevsky
A Boid's Life
Hey Noz you got one hell of an imagination. I can see NoZ working for Disney some day. Think like toystory or that 3D cartoon with the pigs with the black sheep guy that show is cool. Ok so if we can't make real water find out how to make simulated water effects. Hey NoZ check out jons gallery someone made a waterfall. Just make an array of custom shapes and when the collide switch the shape. That would work.
No, life is only given to me once and I shall never have it again; I else better not live it at all. —Dostoevsky
Future breve Capabilities
Wind resistance and viscosity to allow for simulation of bodies moving through air or fluid is a real possibility. I've been wanting to do this for some time, and have some sample code to work with here.
Elastic objects could be cool, but I don't know too much about them. If there was an external library that could do it, it would make a very nice addition.
I've been doing some work with actual fluid simulation (as opposed to the viscosity effect mentioned above), but it's really really slow and just cannot be done on the same time/space scale as the typical breve world, so I doubt that will be supported any time soon!
- jon
agents in the water and air...
Jon,
Has any of this made it to prime time? I'm interested in both agents moving in the water and the air...although I'll take what I can get.
Cheers,
Steve
fluid dynamics in 3D design progs
in Blender ,a 3d design program, it takes several minutes to calculate the fluid dynamics even for rather simple meshes!!!
WE have it
The PatchGrid shoud do the trick. This is not a real world model by any means regions in the grid need two variables 0..1 ranged for pressure and viscosity, pressure would be a radial vector exerting force on objects in the patch as a vector addition to object.velocity and orientation, additional viscosity would cause drag or negative acceleration. In addition each object would change the "vector field" (e.g. patch grid)
No, life is only given to me once and I shall never have it again; I else better not live it at all. —Dostoevsky
In the grid
The Above is for objects moving in the grid. thinking of ways to build the ideas is the easy part. There a dime a dozen. Writing and testing the code is the hard part. Custom Shapes are used for non rigid bodies. Add some deformations and springs and change the structure of the object, I don't know make something cool.
No, life is only given to me once and I shall never have it again; I else better not live it at all. —Dostoevsky
MATLAB
MATLAB has a massive code libary and im pretty sure they have some water and air simulatoins. matlab can have a c wrapper so some breve libarys could be put directly into breve source, which could be good becouse it would allow a massive influx of new things , (like the NN simulator/fuzzy logic) from matlab etc. well maybe not from matlab but from the free versoin anyways.
NoZ
FreeMat
I have freeMat for OS X and have used days of my time loading .m files some of the code is good. Your right on the button. I have couple months going through building functions and studing the documentation its a cool gpl app. I think it's better for building data-driven models for breve and use it as a tool to aid in the development. To be honest breve coding is eaiser, I am now free coding, coding w/o looking up the syntax!
Also try hanging out at some of the game developer sites some of those guys and gals really know their stuff!
I have not failed! I have only tried 100,000 ways that will not work. —Thomas Edison
C Wrapper?
Honestly matlab's syntax gets a B- the matrix functions are a trick and a half to code. The rest of the code is pretty straight forward. But where do you get a C wrapper?, I have seen TCP wrappers. How do we parse the syntax? BNF type transcription grammars are worse than hand coding sql. I don't mind doing some 'heavy lifting' can we run a api/bypass to a matlab CLI
I have not failed! I have only tried 100,000 ways that will not work. —Thomas Edison
Got One
Found a python API for matlab type syntax, and didn't dare go through 14,000 C+ wrapper apps at the forge. We have to be very particular and not get side tracked from our projects, one api per month then back to breve exclusively. And no browsing the web for tools and modules that time could be used to build better breve applications, And don't just do things to stay productive, no hasty decisions, movement for the sake of action could lead to serious distractions, get good rest and meditate on the big picture. How will your breve simulation look in three years!
As once told to me your body goes where your mind goes,
Carry On,
I have not failed! I have only tried 100,000 ways that will not work. —Thomas Edison
Annealing Density Functions
Using an annealing function that uses localized regions of density or kinetic force in replace of temptature could be used to simulate the actual fluid dynamics and probabilities of particle motion either for a particle or vector on a two-dimensional sheet of water such as a custom shape. The probability of each region P(Ri)= 1/(1+e^-dEi/Di) Di=Density i=1..n E= Energy
I reach my quota, email me for the code or visit http://www.zendatasystems.com
Think of D{i}= a 9 Dimensional matrix or 3x3x3 that alters a b-spline's vector orientation and velocity. You don't have to calculate the Density for all vector locations in three-dimensions just the regions. (run a standard deviation and interpolate for better resolution) No time to work on site from breve to blender not much left to work on new campaigns.
I have not failed! I have only tried 100,000 ways that will not work. —Thomas Edison