Re: Double Pendulum
Posted by aonomus on
Thu Jan 6th 2005 at 4:57am
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Well you could use a angular motion sensor on the large pendulum to
determine when to turn on a phys_motor to lengthen movement time.... or
just add phys_thrusters and fiddle with weight/mass values
Re: Double Pendulum
Posted by Leperous on
Thu Jan 6th 2005 at 11:57am
Posted
2005-01-06 11:57am
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/offtopic: One of my maths professors proved that several pendulums attached together can be made to stand upright if oscillated fast enough. I wonder if the Source engine realises this :wink:
A phys_hinge entity has a friction property you can specify, so perhaps you can attach the pendulums with one of these entities instead?
Re: Double Pendulum
Posted by Quaver on
Fri Jan 7th 2005 at 1:01am
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I think its to do with where its center or gravity is, i havent really caught on to the physics system and contraints, to used to hl1.
Re: Double Pendulum
Posted by mazemaster on
Fri Jan 7th 2005 at 5:36am
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Isnt the double pendulum a dynamical system? (can exibit chaotic behavior depending on starting conditions)
Re: Double Pendulum
Posted by RealEschaton on
Fri Jan 7th 2005 at 7:30am
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To answer mazemaster's question, yes a double pendulum does exibit behavior that varies greatly based on small changes in initial configuration. I'm sure someone with a background in chaos theory could talk in more detail about it, I just think it looks cool :biggrin: .
I have no doubt that in the abstract world of mathematics, it may be possible to maintain a system of vertical pendulums using certain oscillations, but even if it were possible it would be an unstable equillibrium. One atom out of place, or one rounding error in the quadrillionths column would eventually cause it to become dislodged. I can't think of any system of pendulums that would create a stable equillibrium while sticking straight up.
I've had no luck in reducing the friction, but I have come up with a solution that works OK. I've got a small system of func_tracktrains that move around in a square, and hoist the "upper arm" section of the two massive double pendulums. When they hit you, you feel it... depending on how you get hit the corpse velocity sometimes has to be capped by the engine.
Re: Double Pendulum
Posted by Chrasher on
Fri Jan 7th 2005 at 11:52am
Posted
2005-01-07 11:52am
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Jan 6th 2005
what u could do is use some kinda prop_dynamic model becouse the dynamic models never slow down and make a func_physbox around it and set the flag " debris dont collide whit player or other debris . then make the prop_dynamic parent to the physbox . ingame the dynamic model will just push back every thing that blocks it .