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Forums > C64 Coding > CL13 spring water- how ?
2015-08-04 13:10
Oswald

Registered: Apr 2002
Posts: 5094
CL13 spring water- how ?

anyone would care to share how the spring math works in there?

I've tried yesterday to make a simple spring, but it very rarely got close to resting, 8 out of 10 tweaks it "blows" up due to something google said is a problem with the euler equation. :)

so yes I'm trying to be lazy here and asking for the solution right away. Arok is less than 2 weeks away and I need to finish this fast :)

I've found verlet method, but dont understand it in the depth thats enough to turn it into 8 bit code.

for reference:

http://gamedevelopment.tutsplus.com/tutorials/make-a-splash-wit..

thanks,
 
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2015-08-05 13:42
chatGPZ

Registered: Dec 2001
Posts: 11386
Quote:
just animate it

that actually seems the correct answer to the original question :=)
2015-08-05 14:07
Rudi
Account closed

Registered: May 2010
Posts: 125
Better do it in C or your language of choice before coding it in assembler. So you have an reference point. If c64 asm-code doesnt work you know its not the algorithm that is wrong. If you dont allready do that.

It takes a few tries to get something up and working. I made a cloth simulation ~10 years ago (in C on PC) and it worked very nicely after many tries. I learned from Hugo Elias also, he still have some of those great articles and pseudocode on subjects like these here:

http://freespace.virgin.net/hugo.elias/models/m_string.htm
and
http://freespace.virgin.net/hugo.elias/models/m_cloth.htm
2015-08-05 19:36
Oswald

Registered: Apr 2002
Posts: 5094
well, adding up a few 16 bit values and a table lookup looked simple enough to go straight for it, the problem rather was I did not fully understand the math, also the article gives a source code without damping and then later talks about damping.

now I've wrote the code by looking at that incomplete source snippet.

animating it is out of the q, in fact its simpler to make this realtime imho. why animate stuff thats a few dozens of 16 bit adds and table lookups.

remember kids, realtime rules :)
2015-08-05 20:42
Digger

Registered: Mar 2005
Posts: 437
Oswald, here you can edit the code online and strip it out until you get the idea :) http://paperjs.org/examples/future-splash/
2015-08-06 00:28
Martin Piper

Registered: Nov 2007
Posts: 722
Verlet maths can be quite sensitive to numerical accuracy because small numerical errors can get magnified quite quickly without suitable damping.

For example https://github.com/martinpiper/C64Public/blob/master/Verlet/Tes..
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