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Date: Mon, 4 Mar 1996 23:17:46 -0800
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From: larrys@swcp.com (Larry Shultz)
To: lightwave@mail.webcom.com
Subject: Re: Hypernauts...
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>Larry Shultz wrote:
>
>> Actually the math is the easiest part when programming this type of
>> simulation. The math for gravity, mass, acceleration etc. has been
>> well understood for years.
>
>The *theory* has been well understood for 300 years, but don't forget
>that Newton had to invent calculus to express it. For any but the most
>contrived problems, the calculations are not trivial. On top of that,
>we're talking about doing them *in reverse*. Ideally, the animator
>wants to be able to specify initial and final positions as constraints
>and allow the computer to figure out what dynamics are required. The
>numerical techniques for doing that haven't really been invented yet.
>
>- Ernie
My experience with programming 3D transformations and some dynamics is the the math USUALLY is
the easier part. Much of the math for more specialized routines is widely available in siggraph
proceedings or books that can be picked up in bookstores. Implementing the math in a user
friendly fashion, in my experience, takes up most of the programming time.