Just a note: as stated above, the two friction formulae correspond to laminar (friction propertional to velocity) and turbulent flow (friction proportional to square of velocity), respectively. Determining which kind of flow is present can be done by means of the Reynolds number, http://en.wikipedia.org/wiki/Reynolds_number . Of course there is a transition between the two kinds of flow where neither description is correct, but it could perhaps prove useful.
[quote]yeah but the renderer will have to be able to access the data for rendering and we’ll have to support that in JOODE.
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What data? Its not as if we have a heightmap that represents the surface and the user needs to get that, what we have a 3D grid that only contains data needed for the movement and physical simulation ofother objects. If the user put a bunch of particles in the velocity field, then they can render those particles as if they were just any object.
Speaking of particles, JOODE really needs a point primitive, its useful for alot of things
DP
ok hmm thats the way then
[quote]Keep it as simple as possible.
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bahahaha
Jesus Christ guys. You guys are crazy. I wish you all the best of luck, um, but what I would say if you want to intergrate fluid dynamics then you shoul make sure you invest in the architecture first.
I have harped on allready about a interceptor pattern for objects that allows behaviours to clip on. (and also get destroyed when the object has its detroy() method called). any fluid dynamics should be implemented as one of these clip on behaviours.
Gravity is implemented. It works fine, but I don’t like the way it is just a hardcoded feature (Should be a clip in).
Right … gotta write my robot report… speak to you all soon
Interceptor pattern being a bunch of interfaces for “beforeX” and “afterX” that get called before a certain thing happens?
Or am I thinking of something else?
DP
ya thats exactly it. Put one before the step world method, maybe step body, create body, create joint, destroy joint etc.
What about having something general like a force field, which will be applied on bodies passing this field?
Yeah, implementing potential feilds is a great idea I have had in my mind for a while. Simple and useful (so you can have galactical scale gravity etc.)