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Physics world

July 15, 2013 | 3:33 am

Hi in my patch i have two things occurring:
1) the generation of a particle system (jit.gl.mesh) when banged and,
2) jit.gl.plato object waiting for collisions

I thought by attaching a jit.phys.body to the jit.gl.mesh then I would have enabled physics properties to the particles (what I did for the jit.gl.plato). Clearly I was wrong. Can you explain why and how to make the particles follow the physics laws?

Attachments:
  1. particles.maxpat

July 15, 2013 | 11:21 am

the object for particle systems with physics is phys.multiple.
you can route the position output to a jit.gl.mesh, instead of jit.gl.multiple as demonstrated in the help file.

however, you must decide if the particles positions are controlled by your jit.gen based particle simulation, or by the physics simulation.

one way of combining these two simulations is to use jit.gen to create a force vector matrix for each of the particles.

check out the the physics patch-a-days for some ideas of how to do this.
specifically day 5 and day 6 patches:

http://cycling74.com/2012/09/19/00-physics-patch-a-day/


July 16, 2013 | 8:59 am

Thank you…i will try it :)


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