Torque Screenshot




– Darker, linear arrows are Bones.
– Brighter, circular arrows are torques.
– Torque display arrows scale with torque magnitude.
– Torque Colour matches Bone colour (the orange torque goes with the dark-orange bone, which is the neck)
– Compressive and tensile forces are not displayed (though they *are* calculated).
– The creature was animating when this screenshot was taken, which is why the bones don’t match the leg.
– Torques are only calculated with Mass: reaction forces are not yet accounted for. Imagine the creature hanging from a string wound around it’s torso: those are the forces you see here.
– I’m not doing all this visualisation just for debugging: I intend to include the skeletal view (cleaned up, of course) in the final release.

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  1. #1 by SamG on June 11, 2014 - 9:20 am

    As fascinating as this biomechanics adventure is I have to know; is this going to increase the strain on everyone’s computers? How is all this extra computation being done without slowing the game to a standstill?

  2. #2 by ququasar on June 11, 2014 - 10:04 am

    By cheating!

    Specifically, by making sure they’re calculated only once, when a creature is born. After that, only the high-level results of the calculations are used, not the calculations themselves. Since creatures are generally only born in small numbers per frame, the calculation cost is fairly negligable.

    The disadvantantage of this method is that I can’t dynamically change forces at run time. So the animated walk cycle won’t affect the forces unless I abstract and apply it seperately.

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