Posted: Fri Mar 23, 2007 2:52 pm
Hi Nout, federico, all.
Thank you for their attention Nout.
If to you it doesn't bother them I would like to ask in the forum and not for private, there will surely be a lot of people that interests him this topic.
I will try to be it more clear possible, my english is not very good.
You wrote:
Tokamak is not using a real unit system and the integration into RF was just 1 texel to 1 Tokamak unit.
Ok. That is to say Tokamak unit is generic, they don't represent meters or feet.
Is equal that Genesis3D. Right ?
I could make the same thing with Newton, that is to say one GenesisUnit = one NewtonUnit (Newton unit are meters).
But I have a problem with this.
To simplify the problem I outline it in a dimencion.
Let us suppose that I have a room of 1000 GenesisUnit of lengthy, that now they are 1000 NewtonUnit, that is to say 1000 meters.
Now, Let us suppose that I have a car of 3.5 GenesisUnit of lengthy or meters.
If I draw my automobile with this measure, the automobile will see very small in the room. Right?
One room of this measure is not very big and even so my car is very small.
Extracted of Newton help:
the physics system in theory should be dimensionless, however in practice the engine have to be implemented with limited precision floating numbers and is also built for real-time simulation, it is inevitable that tolerances have to be used in order to increase performance, and reduce instabilities. These tolerances make the engine dimension dependent, for example let say a rigid body is considered at rest when its velocity is less than 0.01 units per second for some frames. For a program using meters as unit this translate to 0.01 meters per second, however for a program using centimeter this translate to 0.0001 meter per second, since the precession of speed is independent of the unit system, this means that in the second system the engine has to work much harder to bring the body to rest. A solution for this is to scale all tolerances to match the unit system. The argument globalScale must be a constant to convert the unit system in the game to meters, for example if in your game you are using 39 units is a meter, the globaScale must be 39. The exact conversion factor does not have to be exact, but the closer it is to reality the better performance the application will get. Applications that are already using meters as the unit system must pass 1.0 as globalScale.
In Newton version it is not possible to modify the variable globalScale.
That is to say I am forced to use 1 unit = 1 meter, I could use a scale of 20 GenesisUnit = 20 NewtonUnit = one meter and my automobile would have this way 3.5 * 20 of lengthy.
Is the problem that I am not sure if this affected the simulation or not?
Already ask in Newton forum, but I don't have answers
Perhaps for that they don't understand the problem or because it is very easy of solving and I don't realize
How this resolved one this in Tokamak?
In tokamak there are not problems if I define an automobile of 150 units of lengthy?
I am not sure of explaining the problem well .
You wrote:
ODE offers more features and more flexibility, but is also more expensive in CPU time.
I was investigating on ODE and I can use the scale that I want there are not defined units.
I can define 20 unit = one meter (theoretically )
You wrote:
Not sure what your goal is, but Newton integration with more modern open source 3D engines are.
Yes, NewtonOgre implementation for example.
But it seems that this Engine doesn't have this problem
Advance thank you
KIKO
Thank you for their attention Nout.
If to you it doesn't bother them I would like to ask in the forum and not for private, there will surely be a lot of people that interests him this topic.
I will try to be it more clear possible, my english is not very good.
You wrote:
Tokamak is not using a real unit system and the integration into RF was just 1 texel to 1 Tokamak unit.
Ok. That is to say Tokamak unit is generic, they don't represent meters or feet.
Is equal that Genesis3D. Right ?
I could make the same thing with Newton, that is to say one GenesisUnit = one NewtonUnit (Newton unit are meters).
But I have a problem with this.
To simplify the problem I outline it in a dimencion.
Let us suppose that I have a room of 1000 GenesisUnit of lengthy, that now they are 1000 NewtonUnit, that is to say 1000 meters.
Now, Let us suppose that I have a car of 3.5 GenesisUnit of lengthy or meters.
If I draw my automobile with this measure, the automobile will see very small in the room. Right?
One room of this measure is not very big and even so my car is very small.
Extracted of Newton help:
the physics system in theory should be dimensionless, however in practice the engine have to be implemented with limited precision floating numbers and is also built for real-time simulation, it is inevitable that tolerances have to be used in order to increase performance, and reduce instabilities. These tolerances make the engine dimension dependent, for example let say a rigid body is considered at rest when its velocity is less than 0.01 units per second for some frames. For a program using meters as unit this translate to 0.01 meters per second, however for a program using centimeter this translate to 0.0001 meter per second, since the precession of speed is independent of the unit system, this means that in the second system the engine has to work much harder to bring the body to rest. A solution for this is to scale all tolerances to match the unit system. The argument globalScale must be a constant to convert the unit system in the game to meters, for example if in your game you are using 39 units is a meter, the globaScale must be 39. The exact conversion factor does not have to be exact, but the closer it is to reality the better performance the application will get. Applications that are already using meters as the unit system must pass 1.0 as globalScale.
In Newton version it is not possible to modify the variable globalScale.
That is to say I am forced to use 1 unit = 1 meter, I could use a scale of 20 GenesisUnit = 20 NewtonUnit = one meter and my automobile would have this way 3.5 * 20 of lengthy.
Is the problem that I am not sure if this affected the simulation or not?
Already ask in Newton forum, but I don't have answers
Perhaps for that they don't understand the problem or because it is very easy of solving and I don't realize
How this resolved one this in Tokamak?
In tokamak there are not problems if I define an automobile of 150 units of lengthy?
I am not sure of explaining the problem well .
You wrote:
ODE offers more features and more flexibility, but is also more expensive in CPU time.
I was investigating on ODE and I can use the scale that I want there are not defined units.
I can define 20 unit = one meter (theoretically )
You wrote:
Not sure what your goal is, but Newton integration with more modern open source 3D engines are.
Yes, NewtonOgre implementation for example.
But it seems that this Engine doesn't have this problem
Advance thank you
KIKO