digitalmars.D.announce - Blaze v0.06
- Mason Green (7/7) Feb 26 2008 Blaze v0.6, a 2D Rigid Body Physics engine, has been released: http://ww...
- Extrawurst (3/3) Feb 26 2008 the demo zip seems to be updated, but nothing seems to have changed but
- Mason Green (5/8) Feb 26 2008 The Blaze 0.5 demo was only running one time step per frame, which is no...
- Extrawurst (4/8) Feb 26 2008 I really like Blaze and its code. i think i will try using it in a
- Mason Green (2/4) Feb 26 2008 No problem. If you're looking for raw speed you should lower the number...
- Clay Smith (11/14) Feb 26 2008 For what its worth, I just updated the demo zip to use release flags.
- Clay Smith (4/25) Feb 26 2008 I just took the SDL_Delay out of the posted demo.
- Bill Baxter (5/33) Feb 26 2008 If you have a dual core cpu or hyperthreading enabled, then cpu usage is...
- Clay Smith (3/15) Feb 26 2008 For those who don't know, SirAlaran has been maintaining a phobos branch...
Blaze v0.6, a 2D Rigid Body Physics engine, has been released: http://www.dsource.org/projects/blaze The code has been optimized for D, and all known bugs have been fixed. Enjoy!!! The next step will be to implement joints. If anyone is interested in creating cool demos please let me know so I can add them to the downloads section: http://www.dsource.org/projects/blaze/browser/downloads Also, if you plan on using Blaze in your project please let me know! Thanks, Mason
Feb 26 2008
the demo zip seems to be updated, but nothing seems to have changed but the framerate. Is it correct that now all the demos run incredibly slower than in the package befor ?
Feb 26 2008
The Blaze 0.5 demo was only running one time step per frame, which is not very accurate in regard to the impulse solver. The new demo is running at 3 time step per frame, which gives you much more stable stacking. I've also included a 5 millisecond time delay in the mail demo loop to prevent 100% cpu load. Download the library and demos and you can experiment with various time stepping methods to suit your needs. That being said, I'm not sure how fast your CPU is, but Blaze 0.6 is lightning fast on my Windows-32 notebook, and even faster on my Linux-64 machine... The majority of changes for Blaze 0.6 are internal. I've completely rewritten the engine to take advantage of D dynamic and associative arrays, and also cleaned up the code considerably. The next release will include new features such as joints and more advanced collision detection... Mason Extrawurst Wrote:the demo zip seems to be updated, but nothing seems to have changed but the framerate. Is it correct that now all the demos run incredibly slower than in the package befor ?
Feb 26 2008
Mason Green schrieb:Download the library and demos and you can experiment with various time stepping methods to suit your needs.Yeah i gonna try it as soon as the phobos version gets updated.That being said, I'm not sure how fast your CPU is, but Blaze 0.6 is lightning fast on my Windows-32 notebook, and even faster on my Linux-64 machine...I really like Blaze and its code. i think i will try using it in a little 2D project as soon as i find the time.
Feb 26 2008
I really like Blaze and its code. i think i will try using it in a little 2D project as soon as i find the time.No problem. If you're looking for raw speed you should lower the number of iterations steps per frame in your main program loop. However, the lower the number of steps, the less accuracy you're going to have with respect to solving simultaneous collisions, i.e. stacking. If you have a situation that calls for single collision response, such as collision in zero gravity between dynamic objects with no resting contact, your should be able to get away with only one step per frame just fine... Mason
Feb 26 2008
Extrawurst wrote:the demo zip seems to be updated, but nothing seems to have changed but the framerate. Is it correct that now all the demos run incredibly slower than in the package befor ?For what its worth, I just updated the demo zip to use release flags. I know Mason did a lot of code restructuring changes, making the code better structured and more true to the Chipmunk implementation, probably resulting in taking out some functions that were inlined by hand, which may result in a slight speed decrease, in favor of better structure. However, I think its an exaggeration to say the demos are running incredibly slower. I think Mason may have changed the timestep or iterations to make the demos look 'smoother', but I'll let him comment on that if that is the case. ~ Clay
Feb 26 2008
Clay Smith wrote:Extrawurst wrote:I just took the SDL_Delay out of the posted demo. What I find interesting, is that without the SDL_Delay it still only uses 50% of the CPU.the demo zip seems to be updated, but nothing seems to have changed but the framerate. Is it correct that now all the demos run incredibly slower than in the package befor ?For what its worth, I just updated the demo zip to use release flags. I know Mason did a lot of code restructuring changes, making the code better structured and more true to the Chipmunk implementation, probably resulting in taking out some functions that were inlined by hand, which may result in a slight speed decrease, in favor of better structure. However, I think its an exaggeration to say the demos are running incredibly slower. I think Mason may have changed the timestep or iterations to make the demos look 'smoother', but I'll let him comment on that if that is the case. ~ Clay
Feb 26 2008
Clay Smith wrote:Clay Smith wrote:If you have a dual core cpu or hyperthreading enabled, then cpu usage is often reported as 50% when one proc is pegged and the other isn't doing anything. May or may not apply to your case. --bbExtrawurst wrote:I just took the SDL_Delay out of the posted demo. What I find interesting, is that without the SDL_Delay it still only uses 50% of the CPU.the demo zip seems to be updated, but nothing seems to have changed but the framerate. Is it correct that now all the demos run incredibly slower than in the package befor ?For what its worth, I just updated the demo zip to use release flags. I know Mason did a lot of code restructuring changes, making the code better structured and more true to the Chipmunk implementation, probably resulting in taking out some functions that were inlined by hand, which may result in a slight speed decrease, in favor of better structure. However, I think its an exaggeration to say the demos are running incredibly slower. I think Mason may have changed the timestep or iterations to make the demos look 'smoother', but I'll let him comment on that if that is the case. ~ Clay
Feb 26 2008
Mason Green wrote:Blaze v0.6, a 2D Rigid Body Physics engine, has been released: http://www.dsource.org/projects/blaze The code has been optimized for D, and all known bugs have been fixed. Enjoy!!! The next step will be to implement joints. If anyone is interested in creating cool demos please let me know so I can add them to the downloads section: http://www.dsource.org/projects/blaze/browser/downloads Also, if you plan on using Blaze in your project please let me know! Thanks, MasonFor those who don't know, SirAlaran has been maintaining a phobos branch of Blaze that will be updated shortly.
Feb 26 2008