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Experiments with AI and physics #17

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Experiments with AI and physics #17

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JayFoxRox
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@JayFoxRox JayFoxRox commented Sep 6, 2019

Not to be merged. Only uploading incomplete work for archival purposes.

  • Needs a fixup to avoid loading my temporary files, code is marked in review comments
  • You can hold O to carry the box (to get the physics model up to speed)
  • You can press P to make blue particles stick (to flip the box, as if it was crashing on a wave)

The "Monaco" course is not being uploaded, but here's an old screenshot of the old blockout in Blender:
The actual track layout was a reimagined Monaco F1 track, with a custom theme (jungle, port, tunnels).

Monaco blockout

@@ -179,10 +198,49 @@ int main(int argc, char* argv[]) {
boat.position.x = i * 12.0f;
}

std::shared_ptr<Model> testModel = std::make_shared<Model>("data/model/test");
// std::shared_ptr<Model> testModel = std::make_shared<Model>("data/model/test");
std::shared_ptr<Model> testModel = std::make_shared<Model>("/home/fox/Data/Projects/boat-game-proto-data/data/monaco");
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Needs fixing locally


// Load particles from file
{
FILE* f = fopen("/home/fox/box-constraint.obj", "rb");
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@JayFoxRox JayFoxRox Sep 6, 2019

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Needs fixing locally.

You can craft your own object using blender, including hinges and so on; see "Articulated Bodies" at http://graphics.cs.cmu.edu/nsp/course/15-869/2006/papers/jakobsen.htm.

If you change the mesh from the one below, then you also have to fix the indices in the source-code.

This file is:

# Blender v2.79 (sub 0) OBJ File: ''
# www.blender.org
mtllib box-constraint.mtl
o Cube_Cube.001
v -1.000000 -1.000000 1.000000
v -1.000000 1.000000 1.000000
v -1.000000 -1.000000 -1.000000
v -1.000000 1.000000 -1.000000
v 1.000000 -1.000000 1.000000
v 1.000000 1.000000 1.000000
v 1.000000 -1.000000 -1.000000
v 1.000000 1.000000 -1.000000
l 3 1
l 1 2
l 2 4
l 4 3
l 7 3
l 4 8
l 8 7
l 5 7
l 8 6
l 6 5
l 1 5
l 6 2
l 1 6
l 2 5
l 3 8
l 4 7
l 3 5
l 1 7
l 4 6
l 2 8
l 5 8
l 6 7
l 2 3
l 1 4

@JayFoxRox JayFoxRox mentioned this pull request Sep 6, 2019
auto& x2 = particles[c.b].m_x;
auto delta = x2 - x1;
#if 1
float deltalength = glm::length(delta);
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This can get unstable and you want to have code to cope with this.

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