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NVIDIA Competition 2008 / [PhysX Comp 2008] Earl Walkers Entry (Fluids)

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Earl Walker
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Posted: 5th Jul 2008 14:37 Edited at: 5th Jul 2008 14:42
Hi all, I've been lurking in these forums for a long while now, but recently I've found the time to take up DarkBASIC Pro, and I'm really just learning the basics at the moment. But after reading about the competition and prizes coupled with the extended trial of Dark Physics, I thought I'd just jump right into the deep end.

After watching all the demo's, I decided to go with fluids. Its funny really, since fluids is the one demo that brought my computer to its knees.

I had a lot of idea's for my entry, and I decided to go with the most large scale and complicated idea I had .

It's a water park themed setting. The fluid generators are two waterslides, and I plan to have adjustable flow settings for both slides, which gives me my scalability.

Now I haven't had agood look at the commands yet, as I want to get the media ready so I can concentrate on the coding, but The option to change the waters colour would be a nice experiment. I am interested in seeing if two different colour fluid sources can mix together like real water!

And my second form of interaction is going to be the ability to spawn various theme related objects into the landing pool to see how they react to the fluids.

Lastly, if I have time, I'll be making a simple character that you can choose to slide down either slide, then when he lands in the pool, control in the landing pool, to see basic character interaction with the fluid system.

Oh yeah, im in way over my head

I'll post screengrabs every few days, And here's a shot of the park in progress currently:


Edit - I'm going to aim for a cartoony look when i shade the objects, hopefully that will save me valuable media space.

HowDo
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Posted: 5th Jul 2008 15:12
Good Luck to you, be nice to see a video if possible when its up and running.

Dark Physics makes any hot drink go cold.
Hoozer
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Posted: 5th Jul 2008 16:07
@ Earl Walker: Sounds really interesting and it will sure be a funny demo, if you can put all your ideas into the scene! Good luck with this!


Hoozer

AMD64X24800+(939);2GB;GF6800LE (@12PS, 6VS; 380 MHz, RAM: 434 MHz)
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Star Vitebsk
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Posted: 6th Jul 2008 23:33
It abruptly. Though you and the competitor in competition, but all are equal your idea not new but remarkable. The good fellow.


Ring for translation translated by means of the translator: http://www.translate.ru/text.asp?lang=ru

LeeBamber
TGC Lead Developer
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Posted: 7th Jul 2008 12:32
Looks like a great idea. The model of the slides are very cool, let me know if you need help creating the fluid emitters and filling the pool!

"Small, smart and running around the legs of dinosaurs to find enough food to survive, bedroom coders aren't extinct after all "
Earl Walker
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Posted: 7th Jul 2008 16:16 Edited at: 8th Jul 2008 06:15
Well I was thinking about the pool, im not sure if filling the entire pool with fluids is going to be a good idea. I thought I might have a go at putting a water plane in the pool, and just have the top quarter or so filled with fluids, this way theres not as much fluid calculations to worry about. Ill have to experiment with this when I reach that stage.

Edit - I'm not having trouble using a fluid blob in my scene, but I cant get a fluid emitter working. Also is there any way to change the size of the fluid, as my world is now, the pool is going to take insane amounts of fluids to fill.

LeeBamber
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Posted: 8th Jul 2008 16:17
Look at the example Flowing Fluids from the trial version which shows how emitters are used. I suggest you reduce the scale of your geometry to match the scaling used by the fluid. Think in terms of 1 unit = 1 meter and you will be close to the scale ideal for PhysX simulations.

"Small, smart and running around the legs of dinosaurs to find enough food to survive, bedroom coders aren't extinct after all "
Earl Walker
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Posted: 10th Jul 2008 12:14
I've decided to scale down my operation to keep it more manageable. My new idea will make it more simple to demonstrate the fluid effects, take less coding, and less media, which means I can put more detail into it. I can guarantee you will see something in the next 11 days

Earl Walker
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Posted: 14th Jul 2008 06:15
I'm pulling out of the comp due to the fluid commands not letting me do the things I hoped for, and also not having hardware fluids doesnt help my testing. Designing scalability into the project was extremely hard to do, since half of the commands are innefective once you build the emitter, and the thing I liked least about the flowing fluids demo was resetting each time i changed a setting. Back to chapter 4 of Hands On for me

bjadams
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Posted: 14th Jul 2008 09:52
same problem here. DarkPhysx is too "incomplete" at this stage.
LeeBamber
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Posted: 19th Jul 2008 02:13
Hi Guys,

I am keen to hear what commands you felt where missing to allow you to bring your ideas to life. I can't do anything about the absense of a killer graphics card, but I can add more commands to make the implementation of these new effects easier on you guys. Was it the simple fact that you could not create an emitter and watch it pour out at a decent speed?

Thanks for taking part!

"Small, smart and running around the legs of dinosaurs to find enough food to survive, bedroom coders aren't extinct after all "
bjadams
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Posted: 20th Jul 2008 09:14
i missed coloured water
LeeBamber
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Posted: 22nd Jul 2008 01:18
We have added coloured water into our internal source code, should be released soon for the trial and full versions. Anything else incomplete?

"Small, smart and running around the legs of dinosaurs to find enough food to survive, bedroom coders aren't extinct after all "
Chewy
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Posted: 22nd Jul 2008 01:37
Lee, though it's not Fluids, when will the following be implemented?

phy make cloth from object ID, object ( not yet implemented )
phy make cloth from limb ID, object, limb ( not yet implemented )

would really have helped me in this compo to have used them, I understand we all had the same functionality and it's how we could make do with what we got, just I spent a lot of time trying to find ways to find a solution around the problem. As an example, I was wanting to create a load of tents and things along the lines of washing lines with clothing hanging from them, would of been ace to have cut down my time working ways around it to have used the above commands lol

MjMAC
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Intel Core 2 Quad Q6600 @ 2.4GHz | 2 x XFX 8800GTs Alphadog (SLi) | 3GB RAM (Would be 4 but 32bit windows doesn't pick up past 3)
Hoozer
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Posted: 22nd Jul 2008 01:46 Edited at: 23rd Jul 2008 13:07
@ Chewy: Well, I tried to use "cloth from object" but it seemed to work only proper with primitives! ("Cloth from limb" crashed my app.)

@ Lee: Please sort out the "bubbles"-bug in the fluids, so everyone can use them (and not only some "chosen"-ones with a GeFo8800)!
And also solve the disappearing "objects"-bug (in my case they are particles and cloth, for others here they are the softbodies that are gone at certain camera-angles!)!

Hoozer

AMD64X24800+(939);2GB;GF6800LE (@12PS, 6VS; 380 MHz, RAM: 434 MHz)
DP-Sw-Mode-Comp-Entry (updated to V. 1.4):
http://forum.thegamecreators.com/?m=forum_view&t=109846&b=5&p=0
Chewy
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Posted: 22nd Jul 2008 01:59 Edited at: 22nd Jul 2008 02:53
oo I didn't even try them? lol I just didn't think there were implemented what so ever... hmm

EDIT:
i just had a play with the commands, couldn't get anywhere with either of them.

Didn't bother with primatives, just thought I would have a play and see if anything happend lol

MjMAC
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Intel Core 2 Quad Q6600 @ 2.4GHz | 2 x XFX 8800GTs Alphadog (SLi) | 3GB RAM (Would be 4 but 32bit windows doesn't pick up past 3)
bjadams
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Posted: 22nd Jul 2008 10:12
and obviously we need these fixes implemented into darkphysx for darkgdk too!
wind27382
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Posted: 25th Jul 2008 05:06
I think cloth form limb and cloth from object will be a long ways away. I haven't tried them yet but I have used cloth in 3d studio max and it will kill a computer. and that isn't even in real time. In fact I'm surprised that dark physics has any cloth commands.

wind
Mobiius
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Posted: 26th Jul 2008 21:31
cloth from object works. Barely.

3700+ Athlon 64 - Geforce 7600 GS - 2GbDDR2 RAM - 40Gb Hdd (In this pc) - Windows Vista Ultimate (x86)
General Reed
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Posted: 30th Jul 2008 00:59
Looks good. Can i ask, are you using version 6.8 or 6.9 of dbp?
The reason i ask is i cant seem to get fluids to work whatsoever in 6.8 :S

CPU: AMD X2 6000+ 3.0ghz GFX: NVIDIA BFG Geforce 8800GTS 640MB OC-550mhz core RAM: 2048mb

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