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Coin dozer arcade5/19/2023 Is there anything I could try to make this scale better? Multithreading? Changing algorithms? Tweaking some settings? I am open to suggestions. I could try running the CUDA accelerated broadphase algorithm, but that's only accelerating one piece of the physics puzzle. Are there any switches that I could use to reduce the vibration+slide effect?Īnd finally, which settings might make the physics scale to more coins? Right now I am getting trouble at 70 coins or more, but a real arcade might contain hundreds of those. It's the "sliding apart" effect that I would like to get under control - it might make the game too easy because coins would just slide off the pusher and might end up getting won by the player. Also I notice that coins stacked on top of each other keep sliding apart, as if the entire coin stack was placed on some kind of shaker mechanism. When I allow the coins to enter sleeping state, they stop rotating/spinning when their speed gets lower than the sleep threshold, but instead of truly resting they keep vibrating on the ground plane, as if they were held in place by a series of upward impulses. Strangely enough, using only 10% of the earth's gravity appears to look realistic enough. But when I tried the latter options, the coins started bouncing on the ground uncontrollably. I ended up using a gravity vector of 9.81 * 100 only - realistically this should be 9.81 * 1000 (i.e. My simulation time step is currently 1/200 of a second. So the coins have a 5mm radius, 1mm thickness (a 10:1 ratio of diameter vs height - this should be OK I guess). I opted to make my base units millimeters instead of meters. My code is based on the osgbullet sample, except that I use cylindrical objects instead of a sphere (this code sample uses btSequentialImpulseConstraintSolver as constraint solver, btAxisSweep3 for broadphase, btCollisionDispatcher with btDefaultCollisionConfiguration for the collisions). I post here to get some advice regarding the physics. Right now things get slow at about 70-100 coins (Dual Athlon MP 2 GHz, SSE acceleration, no SSE2 available), My goal is to be able to simulate 500 to 1000 coins with Bullet in order to re-create a penny pusher arcade game. UPDATE: check out second posting for HD clip of a working prototype Here's a quick youtube video showing what I am up to.
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