Grasshopper4k

http://www.java4k.com/screenshots/8140f2065288b2d7d5897646e0e38dfd.jpg

I always wanted to write some car racing game. Not really small size game, but finally this is the issue. Now everyone can create a game with an almost realistic car. I got the idea from APE engine however I simplified collision detection because it was too difficult.

Until deadline 10 days have remained yet. Try to write a better game, for instance better car or terrain generation etc.

http://users.atw.hu/cppanddelphi/grasshopper4k/A.java

See below the physics model. Joints and constraints. Maybe this is the best arrangement, but you can experience with the structure.

Can you provide a better explanation of how your physics engine works? This is really cool stuff.

First of all the surface, the particle and the constraint parts should remain unchanged. These are essential parts.

One can create model structure on simple way.

See the variables


 // Surfaces (n pieces depends terrain)
  private float[][] S = new float[65535][6];
  // 0 = point1X 
  // 1 = point1Y 
  // 2 = point2X 
  // 3 = point2Y 
  // 4 = surface normal X 
  // 5 = surface normal Y

  // Particles (7 pieces)
  private float[][] P = new float[7][14];
  // 0 = is active 
  // 1 = current position X 
  // 2 = current position Y 
  // 3 = previous position X 
  // 4 = previous position Y 
  // 5 = effective force X 
  // 6 = effective force Y
  // 7 = particle radius 
  // other auxiliary variables
  // 8 = tempX 
  // 9 = tempY 
  // 10 = closestPointX 
  // 11 = closestPointY 
  // 12 = correctionX 
  // 13 = correctionY

  // Constraints (18 pieces)
  private float[][] C = new float[18][4];
  // 0 = index1 
  // 1 = index2 
  // 2 = restlength 
  // 3 = stiffness

If you create a surface just give 2 points. Be careful, the normal of surface determines a half plane. A surface is effective if the the particle is on the same side of this half plane. Particles and constraints should be above the surfaces.

If you create a particle just give a particle number, x and y coordinates and a radius. Every particle is active by default. In the given code the first particle not active, so collision detection skip it.

If you create a constraint just give a constraint number and particles number, between these particles the constraint is situated. At last the stiffness value.


    particleCreate(0, -65,  -30, 1.15f);
    particleCreate(1,   0,  -30, 0.5f); P[1][0] = 0;
    particleCreate(2,  65,  -30, 1.15f);
    particleCreate(3,  65,  -70, 0.85f);
    particleCreate(4,  30, -100, 1.15f);
    particleCreate(5, -30, -100, 1.15f);
    particleCreate(6, -65,  -70, 0.85f);

    constraintCreate(0, 0, 1, 0.25f);
    constraintCreate(1, 1, 2, 0.25f);
    constraintCreate(2, 2, 3, 0.25f);
    constraintCreate(3, 3, 4, 0.25f);
    constraintCreate(4, 4, 5, 0.25f);
    constraintCreate(5, 5, 6, 0.25f);
    constraintCreate(6, 6, 0, 0.25f);

    constraintCreate(7, 0, 3, 0.15f);
    constraintCreate(8, 0, 4, 0.15f);
    constraintCreate(9, 0, 5, 0.15f);
    constraintCreate(10, 1, 3, 0.15f);
    constraintCreate(11, 1, 4, 0.15f);
    constraintCreate(12, 1, 5, 0.15f);
    constraintCreate(13, 1, 6, 0.15f);
    constraintCreate(14, 2, 4, 0.15f);
    constraintCreate(15, 2, 5, 0.15f);
    constraintCreate(16, 2, 6, 0.15f);
    constraintCreate(17, 3, 6, 0.15f);

One engine step is fulfilled the following way. Go through all particles and constraints with particleVerlet() and constraintResolve() procedure.

Finally check particles and surfaces collision. If there are a lot of surface then collision detection is very time consuming. It worths to perform some space partitioning procedure.


        int delta = (int) (System.currentTimeMillis() - lastLoopTime);
        lastLoopTime = System.currentTimeMillis();

        for (k = 0; k < delta / 15; k++)
        {
          // timestep
          for (i = 0; i < 7; i++)  // particles (7)
            particleVerlet(i);
          for (i = 0; i < 18; i++)  // constraints (18)
            constraintResolve(i);
          for (j = 0; j < surfaceCount; j++)  // surfaces (surfaceCount)
            for (i = 0; i < 7; i++)  // particles (7)
              particleCheckCollision(j, i);
        }

One thing is missing. The forces.
Forces must take effect parallel with vector which indicate form point 0 to point 2.


  private void HandleKeyEvent()
  {
    float dist, vX, vY;

    dist = (float)distance(P[0][1], P[0][2], P[2][1], P[2][2]);
    vX = (P[2][1] - P[0][1]) / dist;
    vY = (P[2][2] - P[0][2]) / dist;

    if (K[KeyEvent.VK_UP])
    {
      P[0][5] = vX * 2.75f;
      P[0][6] = vY * 2.75f;
      P[2][5] = vX * 2.75f;
      P[2][6] = vY * 2.75f;
    };
    if (K[KeyEvent.VK_DOWN])
    {
      {
        P[0][5] = vX * -1.75f;
        P[0][6] = vY * -1.75f;
        P[2][5] = vX * -1.75f;
        P[2][6] = vY * -1.75f;
      }
    };
    if (! K[KeyEvent.VK_DOWN] && ! K[KeyEvent.VK_UP])
    {
      P[0][5] = 0;
      P[0][6] = 0;
      P[2][5] = 0;
      P[2][6] = 0;
    };
  }

Doesn’t seem to do anything here with one cpu core 100% load.

JDK 6 u12 (32Bit)
Windows Vista Business (64Bit)
Core 2 Duo P9500 2.53Ghz
9800M GTS
Forceware 185.20

I am afraid cylab I do not know what is the problem.

Perhaps run the program without antialiasing.

Thats very odd. I ran the code in the Netbeans profiler and it rund fine, while running it normally, it stalls…

Adding a Thread.sleep(10) at the end of the main loop did the trick. It seems your tight loop has eaten away the AWT-Thread.

Thank you very much. I will complete the code soon.