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digitalmars.D.announce - Blaze v0.06

reply Mason Green <mason.green gmail.com> writes:
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
next sibling parent reply Extrawurst <spam extrawurst.org> writes:
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
next sibling parent reply Mason Green <mason.green gmail.com> writes:
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
parent reply Extrawurst <spam extrawurst.org> writes:
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
parent Mason Green <mason.green gmail.com> writes:
 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
prev sibling parent reply Clay Smith <clayasaurus gmail.com> writes:
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
parent reply Clay Smith <clayasaurus gmail.com> writes:
Clay Smith wrote:
 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
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.
Feb 26 2008
parent Bill Baxter <dnewsgroup billbaxter.com> writes:
Clay Smith wrote:
 Clay Smith wrote:
 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
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.
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. --bb
Feb 26 2008
prev sibling parent Clay Smith <clayasaurus gmail.com> writes:
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,
 Mason
For those who don't know, SirAlaran has been maintaining a phobos branch of Blaze that will be updated shortly.
Feb 26 2008