gen particle with physics?

    Nov 15 2012 | 6:13 pm
    I was wondering if there is a way that the gen particle example (without the black hole math) responds to the jitter physic library? Or do we have to do that all in gen/math world?
    Any help would be greatly appreciated!

    • Nov 17 2012 | 4:00 am
      you can give the a jit.phys.body, no?
    • Nov 19 2012 | 5:00 pm
      if you want each of the particles to be a rigid-body, you have a few choices. you can use phys.multiple to manage multiple instances of a rigid-body.
      you can set the rigid-bodies to be kinematic, and update their positions directly from the gen simulation matrix. this means the bodies won't collide with each other, but they will collide with any non-kinematic dynamic rigid-bodies in your scene.
      or, if you want the particles to be dynamic rigid-bodies, you can't update the positions directly, but must use the phys.multiple force matrix input to apply forces to the rigid-bodies in the direction of the corresponding particle in the gen simulation.
    • Nov 19 2012 | 5:29 pm
      @tobiasros thanks, but in your example your applying physics to the hole grid.
      @Robert That makes sense to me. The reason why I'm asking this is because I need many particles and the gen method seems to be more efficient then anything else I have seen in Jitter. I will give it a try. Thanks!
    • Nov 19 2012 | 6:36 pm
      not sure what I'm doing wrong..
    • Nov 19 2012 | 7:51 pm
      there's a couple errors here. you don't need to provide an arg to since you are connecting via patchcord. it will try and use that arg as it's own worldname, rather than as the gl-context name. needs a matrix of vertex points if it's going to draw anything, so in this case, you probably want to use a as the target object for
      you need to send a matrix to the right input of the jit.gen, if you want any animation to take place. i simply sent in the initial noise-matrix.
    • Nov 19 2012 | 9:32 pm
      thanks Robert, great example. I was in the hope to use a mesh. Can we adapt this example for vertex points?