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2003-07-23 - Cloth Demo

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     Well, not that we ignore Kelly... but we are very very distracted by videogames and computer graphics. There'a a big shininess factor in our world. :)
     For those of you who don't know about the Cloth Demo... well, here's a link to the old version which is written in 16-bit dos. It doesn't work on all computers, it's in 320x200, and is in wireframe. Still, though, you get a pretty good sensation of cloth from that wireframe. Also, there's a sphere that it's contact mapped against.
     Well, I've got it working in Windows now... good ol' OpenGL. I still haven't put in the sphere (half because I'm lazy, half because I want to improve the contact mapping routine so that it can handle scaled and deformed spheres). I elimiated a sqare-root call from the cloth physics routine, but I had to add one for surface normal calculation. And don't worry,... it stretches out of the screen sometimes, but that's because I subject it to severe gusts of wind to exaggerate the cloth effect. Download a copy here. The actual resolution of the cloth is pretty high... 60x60 vertices. That's 3600 vertices. That's 21,002 spring calculations per frame. It gets a decently fluid framerate on my Athlon 1.2 GHz with a Radeon (though 3d performance is not a huge hindrance). I'm sure those of you with faster clock speeds (Commie, DJ) will see a high-qality performance.
     That's one demo (mostly) completed. I will add spheres contact mapping soon, and also upgrade the shading model. If you were able to remove the checkerboard pattern, you would notice some shading artifacts that result from the quads being subdivided into triangles. I plan to use spherical environment mapping to artificially do the lights, that way the shading will look smooth, even on low-polygon meshes. That should be completed somtime this weekend, and posted on Tuesday. We'll see though. Next week has 2 big milestones in it, so I might not have time. Also... Beth will be here this weekend. She's a distraction from programming in all the right ways. :)


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