particle scene in cube

neurox's picture

hi there, i'm trying to make a particles composition that run inside a cube and bounce when they find the side of it .... any suggestion, please ?

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gtoledo3's picture
Re: particle scene in cube

I'd look here for the sample compositions, and check them all out. There are a couple few that show colliders, including one that uses a Kineme3D mesh, and one that places some quad shapes for colliders. You could make a box out of quads, similarly to the example, or out of Kineme3D mesh.

neurox's picture
Re: particle scene in cube

tnx GT ... it's really hard to me figure out with this :(

gtoledo3's picture
Re: particle scene in cube

Kineme releases have been a little inconsistent in the way they have presented plugin/source code/sample compositions, because stuff has evolved over time, and in response to user inquiry.

Many plugins don't have source, some don't have sample compositions (usually when the plugin is really basic). Then there are some where there are sample compositions, but they're buried somewhere in the source (like Particle Tools) or have been neglected to be linked to in updates (like I think maybe Kineme3D and a couple others have been at times), and only the plugin update is present. That makes it hard for new users to find sample compositions sometimes.

For particle tools, download the source from this link: http://kineme.net/release/ParticleTools/03

Then, somewhere in that project folder, there's a folder labelled "compositions" (or something really similar). That has the the Particle Tools sample compositions.

In there, you'll see a composition called "collider" or "motion sensor" something (sorry for being so inexact). It has a bunch of particles that move back and forth depending on the sudden motion sensor of your laptop, which are occluded vertices created with javascript, that connect to the collider patch.

There's also a sample from Smokris that sounds vaguely like what you're talking about, and is available here: http://kineme.net/composition/smokris/PauliDysonLenardExclusion

Particle Tools only works 100% properly in 32 bit mode, so if you're running it in QC, make sure to checkoff the 32bit box (using finder's "get info" function), or make your app runtime 32 bit.

If you want to use the Kineme3D particle tools functions, you can dl a fix for that here: https://www.box.com/s/oj8zyld11237imsm8f81

As k3D got some improvements the particle tools interoperability was broken. This "bandaid version" still needs to run in 32 bit for all patches to work 100% correctly. In general, if one is using the k3D renderer, not using Particle Tools "color" or "color table" type object patches, it will work in 64 bit, but caveat emptor if you decide to throw caution to the wind.

For general info @ forumers-

The main issue with Particle Tools in 64 bit, is that someone has to spend the time to write a million ifdef's to change stuff to be double-backed instead of float backed when running in 64 bit mode. Stuff like Color Ports are naturally double backed, so you have to cast them first, or doubles get read as floats. There may be some other issues as well.

I have a build that has fixed more stuff than what's in that "bandaid version", but I've had various projects keep me from finishing it, and it's the kind of drudgery that I haven't felt like poking around with in offtime. I can totally see why smokris hasn't wanted to poke around with it more.

Since each particle is a full fledged object, it's not so great for tons of objects. Also, for some reason, users have traditionally had a hard time figuring out the concept of the way that patches act together to create a scene. That and the repetition involved in fixing a million invocations of glColor4fv and other floats winds up feeling like something that deserves pay, lol. :-)

Core Profile GL (not supported by QC), and OpenCL are probably the ways going forward for particle engines. That said, there are some cool things one can do with this approach that can't quite be done as easily or at all other ways - we've seen some pretty awesome compositions of tons of animated md2 goblins as particles, for example, and it's probably the closest QC has to a scene graph where objects can be aware of one another.

neurox's picture
Re: particle scene in cube

you have been extremely exact to me . I'm digging this http://kineme.net/release/ParticleTools/01 there is a composition called cube that fits my need and what i need is a basic composition that respond to audio input . a group of few particles that bounce inside the cube when they found a side of it . Not colours for them , just particles and line connected each others , i suppose that this is a good choice to run it on 64 bit . all the smokris examples are really interesting and help me a lot. Anyway i whish to thank you for your fast reply ;)