## Re: [Algorithms] Humble questions about gulf simulation

 Re: [Algorithms] Humble questions about gulf simulation From: KangKang Yin - 2001-01-29 17:50:26 ```Sorry, the "gulf" in my email should be replaced by "golf"...Just another ridiculous mistake I made when speaking English. -Kang KangKang Yin wrote: > Hi, all the experts here: > > I meet several problems in doing one of my assignment. > Basically the assignment is to simulate a gulf ball jumping > or rolling on a z=sin(x)sin(y) terrain. My problems are: > 1. When the ball is very close to the ground, after one > Euler step, the ball will fall into the ground. So my ball > disappears and reappears now and then. Simply displacing the > ball above the ground when it isn't makes the motion look > strange. Is there a nice way to handle it? > 2. I draw the terrain by subdividing it into triangle strips > and make a calllist. But it's still very slow and I can't > get 25fps. Any suggestions? > 3. What is a nice criterion to decide when to convert the > collision result from bouncing back to rolling down? > > Regards, > -Kang (Hope my questions are not too stupid to be answered > ;-) > > _______________________________________________ > GDAlgorithms-list mailing list > GDAlgorithms-list@... > http://lists.sourceforge.net/lists/listinfo/gdalgorithms-list ```

 [Algorithms] Humble questions about gulf simulation From: KangKang Yin - 2001-01-27 00:38:24 ```Hi, all the experts here: I meet several problems in doing one of my assignment. Basically the assignment is to simulate a gulf ball jumping or rolling on a z=sin(x)sin(y) terrain. My problems are: 1. When the ball is very close to the ground, after one Euler step, the ball will fall into the ground. So my ball disappears and reappears now and then. Simply displacing the ball above the ground when it isn't makes the motion look strange. Is there a nice way to handle it? 2. I draw the terrain by subdividing it into triangle strips and make a calllist. But it's still very slow and I can't get 25fps. Any suggestions? 3. What is a nice criterion to decide when to convert the collision result from bouncing back to rolling down? Regards, -Kang (Hope my questions are not too stupid to be answered ;-) ```
 Re: [Algorithms] Humble questions about gulf simulation From: KangKang Yin - 2001-01-29 17:50:26 ```Sorry, the "gulf" in my email should be replaced by "golf"...Just another ridiculous mistake I made when speaking English. -Kang KangKang Yin wrote: > Hi, all the experts here: > > I meet several problems in doing one of my assignment. > Basically the assignment is to simulate a gulf ball jumping > or rolling on a z=sin(x)sin(y) terrain. My problems are: > 1. When the ball is very close to the ground, after one > Euler step, the ball will fall into the ground. So my ball > disappears and reappears now and then. Simply displacing the > ball above the ground when it isn't makes the motion look > strange. Is there a nice way to handle it? > 2. I draw the terrain by subdividing it into triangle strips > and make a calllist. But it's still very slow and I can't > get 25fps. Any suggestions? > 3. What is a nice criterion to decide when to convert the > collision result from bouncing back to rolling down? > > Regards, > -Kang (Hope my questions are not too stupid to be answered > ;-) > > _______________________________________________ > GDAlgorithms-list mailing list > GDAlgorithms-list@... > http://lists.sourceforge.net/lists/listinfo/gdalgorithms-list ```