Original Post
Hey,
For my current game I developed a scripting language to describe vector/scalar fields (similar to the approach on bitsquid). It's working well for simple particle systems, but I'd now like to use it for our main game physics as well. The problem is, how can I generate the torque for a body given a field? A simple, brute force approach would be to sample the field at multiple points of the meshes surface and generate a force/torque. However, this would be:
Any suggestions? We already use Helmholtz Decomposition to split our fields into div/curl free parts, which simplifies matters. I'm sure my old electrodynamics books could help, but I can't find them just now.
For my current game I developed a scripting language to describe vector/scalar fields (similar to the approach on bitsquid). It's working well for simple particle systems, but I'd now like to use it for our main game physics as well. The problem is, how can I generate the torque for a body given a field? A simple, brute force approach would be to sample the field at multiple points of the meshes surface and generate a force/torque. However, this would be:
- Inaccurate
- Too computationally expensive to run on multiple game objects (based on profiling of the particle system and the number of objects in our scenes).
Any suggestions? We already use Helmholtz Decomposition to split our fields into div/curl free parts, which simplifies matters. I'm sure my old electrodynamics books could help, but I can't find them just now.