New cloth simulation demo

Discussion in 'Architecture and Products' started by Humus, Dec 19, 2003.

  1. Humus

    Humus Crazy coder Veteran

    Now that I think of it, it may be best to just skip including the alpha. I have never had a use for it myself, and I can hardly see that an end user would ever be interested in it.
     
  2. Humus

    Humus Crazy coder Veteran

    Switzerland! :shock:




    :wink:
     
  3. davepermen

    davepermen Regular

    if you talk about switzerland you'll get stress now!!

    hehe.. i only have humus demos on my pc.. and solitaire:D oh, and duke nukem manhattan project, too.. but thats about the only game.. for the rest, humus demos are satisfaction enough, yeah:D

    no comment:D
     
  4. Nick

    Nick Veteran

    Now what you have to do is combine all your demos into an engine, draw some programmer artwork and release before Half-Life 2. :wink:
     
  5. flf

    flf Newcomer

    You forgot step 4: Profit!
     
  6. KimB

    KimB Legend

    Isn't that step 5? I thought there was some unknown step inbetween....
     
  7. 991060

    991060 Regular

    Awesome job, Humus, It's the best cloth simulation demo I've ever seen. Anybody has noticed that Humus's recent demos have been listed on the homepage of www.opengl.org? Enjoy the honor and my admiration, Humus :D

    some personal questions to humus: How long have you been programming on the graphics? And could you please add some comments in the upcoming demos so that we can read the code more easily? (your framework is already much neater and clearer than the one comes with DX SDK though :lol: )

    As for this cloth demo, in the main.cpp file the program needs to include springsystem.h file, but I couldn't find it in the Framework2 directory, what's wrong? :oops:
     
  8. gurgi

    gurgi Regular

    Excellent demo!! =)

    If I may be picky, it doesn't look like gravity is effecting how fast the cloth slides off the balls. I mean, of course there is gravity.. but the cloth should slide faster and faster as the weight of the cloth not being supported by the ball gets heavier. Very cool though. :thumbsup:


    EDIT: clarification
     
  9. Basic

    Basic Regular

    It's indeed a nice demo, although the flags have a kind of latex feeling.
    Hmm, latex sheets wrapped tightly around well rounded objects, and then sliding off... I can see a diferent use for this. :twisted: Ooops, mind wandering away. :oops: :D


    991060:
    The springsystem files are located in Framework2/Util in the latest framework zip. (The framework was updated for this demo.)

    And while it feels bad to complain about free code, I do agree that a few comments would have made the code a lot easier to read. I'm not an avid commenter myself, so I wouldn't add much though. But a few single-liners here and there can make a big difference.
     
  10. Humus

    Humus Crazy coder Veteran

    I began doing hardware stuff in Glide for the Voodoo II in late 1998 / early 1999.

    Bah! Comments are for cowards :p
    Nah, I'll try to improve, but I can't promise I will :p
     
  11. Windfire

    Windfire Regular

    Humus,

    Unfortunately, when I run the demo I get this error:
    No GLSL Support (GL_ARB_shader_objects, GL_ARB_vertex_shader, GL_ARB_fragment_shader, GL_ARB_shading_language_100)

    System:
    P4 3.06GHz
    ATI 9800 NP (Catalyst 3.9)
    512MB RAM

    I just tried playing Serious Sam 2 with OpenGL (not DirectX) and it worked fine.

    Am I missing something? :)
     
  12. KimB

    KimB Legend

    Catalyst 3.10 :)
     
  13. Windfire

    Windfire Regular

    Wow, 3.10 is required? I'll probably wait until the next version. I kind of dislike updating drivers--waiting every few unless I have a real need.

    Thanks for the help.
     
  14. PeterAce

    PeterAce Regular

    Yes they are (from the Catalyst 3.10 release notes) :

     
  15. KimB

    KimB Legend

    Just out of curiosity, have you tried breaking ATI's current GLSL implementation, Humus? :twisted:

    (ex. attempted to use shaders that are definitely too long or use too many textures)
     
  16. Humus

    Humus Crazy coder Veteran

    Yes, with the expected result of software rendering.
     
  17. KimB

    KimB Legend

    Hrm, so no f-buffer for automated multipass yet?
     
  18. bloodbob

    bloodbob Trollipop Veteran

    Or complier errors such as this feature is not yet supported ( see for and while loops ).
     
  19. Humus

    Humus Crazy coder Veteran

    No f-buffer yet, but the compiler is very informative. "Loop contructs is not yet implemented" is what you get back if there's a loop construct. The link results also includes stuff like "this shader will run in hardware" alternatively "this shader will run in software".
     
  20. KimB

    KimB Legend

    Well, that's a start :)
     
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