stv909/TrinityEngine
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Trinity Engine. Conceptual design and research. Research Directions. 1. Physical engine 1.1 Powder Toys + FLSM principles 1.1.1 Powder Toys concept research 1.1.1.1+ Falling Sand principle demo 1.1.1.2 Termodynamics principle demo 1.1.1.3 Electromagnetics principle demo 1.1.1.4 Air pressure & velocity principle demo 1.1.1.5 Chemical reactions principle demo 1.1.1.6 Propagation of photons principle demo 1.1.1.7 Radioactive principle demo 1.1.2 LSM concept research 1.1.2.1 LSM improvements 1.1.2.1.1 Collision detetion - use continues approach with iterative subframes 1.1.2.1.1.1 Static environment 1.1.2.1.1.1.1 Single particle + vs simple wall + vs complex static body 1.1.2.1.1.1.2 Single chunk of soft body - vs simple wall - vs complex static body 1.1.2.1.1.2 Dynamic environment 1.1.2.1.1.2.1 Single particle - vs moving object (rotating wall, kinematic body etc.) + visual continuous collision detection edge vs particle + implementation algorithm for edge vs particle CCD (use formulas and equations) - correct contact generation for case of colliding of 2 moving bodies: - analize activeBody-passiveBody collisions with simplified bodies iteration test algorithm + make simplification + explore deadlock issue when passive body (v > 0) strikes active body (v = 0) + implement zoom-in/zoom-out + fix CCD Helper debug drawing - rewrite collision handling cycle + check whole world in every subframe + correct bodies iterating for collision detection: avoid double-checks per frame with conflicting results + test new system in all cases + remove bodyActiveDebug & bodyPassiveDebug, make proper and quality Frozen & UseWallForce flag instead > make general refactoring of all algorithms and data structures to reflect new conception + Blueprints + Repulse + Project structure + Environment Physical Force > Services and service groups + 1-st wave of refactoring + groups automation and generalization + service interfaces correction - refactoring of all services - refactoring of all forces and repulses - restore all debug drawings - fix collision response for edges with locked vertices + simple and obvious method to find timeCoefficient - improve zoom-in/zoom-out and processing in world.paused mode - rotating impulse wall - vs complex dynamic body + velocity modification using Rule of conservative impulses: particle <---infuence---> edge ! place all algorithms and principles description to Wiki - make debug test for impulse conservation rule (per particle impulse summation) - analyse how does Rule of conservative impulses work, debug it - avoid particle's energy growth while frequent collidings 1.1.2.1.1.2.2 Single chunk of soft body - just being (drag it in empty scene) - vs moving wall - vs complex dynamic body - self-collision 1.1.2.1.2 Elastic-Visco-Plastic model of the body 1.1.2.1.2.1 Linear and non-linear elasticity 1.1.2.1.2.2 Plasticity 1.1.2.1.2.3 Viscosity 1.1.2.1.2.3.1 Pure viscosity 1.1.2.1.2.3.2 Viscoelastic 1.1.2.1.2.3.3 Viscoplastic 1.1.2.2 Testbed 1.1.2.2.1 Materials loading 1.1.2.2.2 Bodies loading 1.1.2.2.3 Mechanisms loading 1.1.2.2.4 Objects loading 1.1.2.3 Editors 1.1.2.2.1 Physical materials 1.1.2.2.2 Physical objects (bodies, mechanisms) 1.1.2.2.3 Physical world 1.1.2.2.4 Physical universe 1.1.2.4 Fast LSM implementation 1.1.3 Integration Powder Toys concept with FLSM 1.2 Multicore cloud computing 1.3 Editor for creating worlds with entities 1.3.1 Material editor and testing polygone 1.3.2 Physical body designer 1.3.3 System of physical bodies editor 2. Programming language system 2.1 Declarative language 2.1.1 JSON Dx4 2.1.2 yEd graphml diagrams 2.1.3 Overtext editor 2.2 Imperative language 2.2.1 C++/C/ASMx86 2.3 Meta language 2.3.1 Python 3. Common engine systems 3.1 FileSystem 3.1.1 FileBrowser 3.1.2 ResourceManagement 3.1.3 ResourceLinkSystem 3.2 EntitySystem 3.3 FixedString, StringBuilder, StringFormat, I18N, L10N Links: Falling Sand paradigm http://powdertoy.co.uk/ - The Powder Toys. Most known implementation of static interactions. http://fallingsandgame.com/ - Forum with multiple implementations of Falling Sand games - parents of The Powder Toys http://fallingsandgame.com/sand/NewSand.html - implementation with Zombies (characters in physical environment) http://sourceforge.net/projects/sdlsand/ - simple C++ implementation Deformable Objects http://www.alecrivers.com/fastlsm/ http://realmatter.com/ http://vimeo.com/16652015 http://vimeo.com/16652171 http://grail.cs.washington.edu/projects/deformation/ http://graphics.ewha.ac.kr/FAST/ http://graphics.ethz.ch/research/physics/fast_shape_matching.php http://nis-lab.is.s.u-tokyo.ac.jp/nis/cdrom/casa/ohtaCASA.pdf Continuous Collision Detection http://www.wildbunny.co.uk/blog/2011/04/20/collision-detection-for-dummies/ http://www.wildbunny.co.uk/blog/2011/03/25/speculative-contacts-an-continuous-collision-engine-approach-part-1/ http://www.youtube.com/watch?v=0_v46pNsKkI http://www.continuousphysics.com/BulletContinuousCollisionDetection.pdf http://www.dtecta.com/papers/unpublished04raycast.pdf http://www.kuffner.org/james/software/dynamics/mirtich/mirtichThesis.pdf 2D Game Engines http://www.stencyl.com/stencylworks/overview/ Liquids http://www.youtube.com/watch?NR=1&feature=endscreen&v=KkEP_HA4X3Y Character Animation http://www.youtube.com/watch?v=xXDZZt7TEAo&feature=related http://aigamedev.com/premium/interview/near-optimal-character-locomotion/ http://aigamedev.com/open/article/optimal-continuous-control/ http://grail.cs.washington.edu/projects/graph-optimal-control/ http://www.youtube.com/watch?v=JzAEx6d4ow4&feature=related http://graphics.cs.ucr.edu/projects/mocsim/mocsim.html Math Support http://math-blog.com/2007/06/02/3-awesome-free-math-programs/ http://maxima.sourceforge.net/
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Research of new type of interactive engine with advanced visual frontend
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