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Thread: Math algorithm for rope

  1. #1
    Junior Member Newbie
    Join Date
    Feb 2004
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    3

    Math algorithm for rope

    Do any of you experts outthere knows any algorithm for simulating rope? or even to simulate picking up a rope from one end where the rope curls (like a sin/cos curve)?

    I couldn't figure out how. The only idea i got is:

    1) the rope (made up 35 balls tighly together) is lying flat on the ground (y = 0, x: 0 - 35);

    2) when we pick the rope up (y=20) from x0 end, that means, for BALL0, the y will be 20, BALL1 = 19, BALL2 = 18 and so on until maybe BALL7 = 1 and BALL* onwards is still lying on the ground.

    Does anybody have a simple (not confusing) algorithm?

    Thanks in advance
    freak

  2. #2

    Re: Math algorithm for rope

    There's a good lesson about rope phisics at nehe site (http://nehe.gamedev.net), should be lesson 40.
    I hope this can help you.
    bye

  3. #3
    Junior Member Newbie
    Join Date
    Feb 2004
    Posts
    3

    Re: Math algorithm for rope

    yeah i've been there but it requires me to write a physics engine which is troublesome for such an 'easy' project..

    thanks tho'
    freak

  4. #4
    Intern Contributor
    Join Date
    Dec 2002
    Posts
    69

    Re: Math algorithm for rope


  5. #5
    Intern Contributor
    Join Date
    Feb 2004
    Posts
    98

    Re: Math algorithm for rope

    Given two end points a rope will hang in a caternary between them. It's defined by a hyperbolic trig function. (cosh I think). The two end points determine the phase, and the weight of the rope (density) determines the constant factor out in front. factor * cosh( endpoint stuff)

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