Re: Open Simulator with Physics Engine

2008-02-14 Thread Joshua Minor
I have played with PyODE, but not on the XO.  http:// 
pyode.sourceforge.net/

I suspect that the XO would not be able to handle a realistic 3D  
simulation with a large number of objects.  This is partially due to  
the lack of GL for rendering.

Simpler things, like wireframe rendering, 2D simulation or small  
numbers of objects are certainly possible.

Someone could port something like these:
  http://arkitus.com/Play/?id=22
  http://arkitus.com/Play/?id=18

Soda or Moovl would make a *great* XO activity:
  http://sodaplay.com/
  http://www.moovl.co.uk/

-josh

On Feb 14, 2008, at 12:33 PM, Edward Cherlin wrote:

> Has anybody looked at this for the XO?
>
> http://opensimulator.org/wiki/PhysicsEngines
>
> The physics is not very realistic yet. Presumably we could manage
> simple statics and dynamics, with graphs of position, velocity, and
> acceleration.
>
> I would like to have a simulation engine available for integration
> into e-textbooks. What other candidates are there?
>
> -- 
> Edward Cherlin
> End Poverty at a Profit by teaching children business
> http://www.EarthTreasury.org/
> "The best way to predict the future is to invent it."--Alan Kay
> ___
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Re: Open Simulator with Physics Engine

2008-02-14 Thread Edward Cherlin
On Thu, Feb 14, 2008 at 1:12 PM, Joshua Minor <[EMAIL PROTECTED]> wrote:
> I have played with PyODE, but not on the XO.  http://
>  pyode.sourceforge.net/
>
>  I suspect that the XO would not be able to handle a realistic 3D
>  simulation with a large number of objects.  This is partially due to
>  the lack of GL for rendering.
>
>  Simpler things, like wireframe rendering, 2D simulation or small
>  numbers of objects are certainly possible.

Even point particles under gravity is good. I did some on the Apple ][
using TutSIM in the 80s--elliptical comet orbits, chaotic 3-body
orbits. My father worked on the famous bouncing ball program on the
old MIT Whirlwind in vacuum tube days.

>  Someone could port something like these:
>   http://arkitus.com/Play/?id=22
>   http://arkitus.com/Play/?id=18
>
>  Soda or Moovl would make a *great* XO activity:
>   http://sodaplay.com/
>   http://www.moovl.co.uk/

Hot stuff, but proprietary.

>  -josh

Anyway, what I wanted to know was whether anybody would be interested
in porting this, or in joining their community and talking up the XO
project.

>  On Feb 14, 2008, at 12:33 PM, Edward Cherlin wrote:
>
>  > Has anybody looked at this for the XO?
>  >
>  > http://opensimulator.org/wiki/PhysicsEngines
>  >
>  > The physics is not very realistic yet. Presumably we could manage
>  > simple statics and dynamics, with graphs of position, velocity, and
>  > acceleration.
>  >
>  > I would like to have a simulation engine available for integration
>  > into e-textbooks. What other candidates are there?
>  >
>  > --
>  > Edward Cherlin
>  > End Poverty at a Profit by teaching children business
>  > http://www.EarthTreasury.org/
>  > "The best way to predict the future is to invent it."--Alan Kay
>  > ___
>  > Devel mailing list
>  > Devel@lists.laptop.org
>  > http://lists.laptop.org/listinfo/devel
>
>



-- 
Edward Cherlin
End Poverty at a Profit by teaching children business
http://www.EarthTreasury.org/
"The best way to predict the future is to invent it."--Alan Kay
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Re: Open Simulator with Physics Engine

2008-02-14 Thread Kim Hawtin
Edward Cherlin wrote:
> Has anybody looked at this for the XO?
> 
> http://opensimulator.org/wiki/PhysicsEngines
> 
> The physics is not very realistic yet. Presumably we could manage
> simple statics and dynamics, with graphs of position, velocity, and
> acceleration.
> 
> I would like to have a simulation engine available for integration
> into e-textbooks. What other candidates are there?

I know its old, but have a look at xaero?

Some info here, I've not used it in more than ten years, but the hardware we
had then was less powerful than the XO is now;
  http://tog.acm.org/resources/RTNews/html/rtnv7n5.html#art6

I am not sure what license xaero is under, but that might lead to other things
of interest...

cheers,

Kim
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Re: Open Simulator with Physics Engine

2008-02-14 Thread Joshua Minor
On Feb 14, 2008, at 3:36 PM, Edward Cherlin wrote:
>
> Even point particles under gravity is good. I did some on the Apple ][
> using TutSIM in the 80s--elliptical comet orbits, chaotic 3-body
> orbits. My father worked on the famous bouncing ball program on the
> old MIT Whirlwind in vacuum tube days.

Indeed, there is a lot of room for experimentation and learning even  
in a very simple simulation.  No fancy 3D graphics needed :)

>> Someone could port something like these:
>>  http://arkitus.com/Play/?id=22
>>  http://arkitus.com/Play/?id=18

Although there is no mention of it on the page, these are GPL.  I  
spoke with the author some months ago.

>> Soda or Moovl would make a *great* XO activity:
>>  http://sodaplay.com/
>>  http://www.moovl.co.uk/
>
> Hot stuff, but proprietary.

The source to a simple version of Soda is published as Synthesis  
example #16 in
"Processing, A Programming Handbook for Visual Designers and Artists"
and can be found in the example code zip on this page:
http://www.processing.org/learning/books/

There used to be a simple version of Moovl with source on the  
processing site also, but the link is broken.

Either of these, or a number of other folks' work inspired by them,  
would be a fine place for someone to start if they wanted to build  
something for the XO, which I believe was your point to begin with :)

-josh

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Re: Open Simulator with Physics Engine

2008-02-15 Thread Rózsás Gödény
Hi

I saw this some time ago:
http://www.youtube.com/watch?v=d7eGypGOlOc

It's called Physics Illustrator. I know, it is developed by Microsoft
but still it's really cool.

Source code is available at:
http://research.microsoft.com/research/downloads/Details/aeee3085-a219-47d6-88fc-a2501f00800d/Details.aspx

it's not GPL but the license says:
"You may use this Software for any non-commercial purpose, subject to
the restrictions in this License. Some purposes which can be
non-commercial are teaching, academic
research, public demonstrations and personal experimentation. You may
also distribute
this Software with books or other teaching materials, or publish the
Software on
websites, that are intended to teach the use of the Software for
academic or other non-
commercial purposes."

It's written in C# but the code isn't that huge, so to rewrite it is
not a lunatic idea imho.

Gabor



On 2/15/08, Joshua Minor <[EMAIL PROTECTED]> wrote:
> On Feb 14, 2008, at 3:36 PM, Edward Cherlin wrote:
> >
> > Even point particles under gravity is good. I did some on the Apple ][
> > using TutSIM in the 80s--elliptical comet orbits, chaotic 3-body
> > orbits. My father worked on the famous bouncing ball program on the
> > old MIT Whirlwind in vacuum tube days.
>
> Indeed, there is a lot of room for experimentation and learning even
> in a very simple simulation.  No fancy 3D graphics needed :)
>
> >> Someone could port something like these:
> >>  http://arkitus.com/Play/?id=22
> >>  http://arkitus.com/Play/?id=18
>
> Although there is no mention of it on the page, these are GPL.  I
> spoke with the author some months ago.
>
> >> Soda or Moovl would make a *great* XO activity:
> >>  http://sodaplay.com/
> >>  http://www.moovl.co.uk/
> >
> > Hot stuff, but proprietary.
>
> The source to a simple version of Soda is published as Synthesis
> example #16 in
> "Processing, A Programming Handbook for Visual Designers and Artists"
> and can be found in the example code zip on this page:
> http://www.processing.org/learning/books/
>
> There used to be a simple version of Moovl with source on the
> processing site also, but the link is broken.
>
> Either of these, or a number of other folks' work inspired by them,
> would be a fine place for someone to start if they wanted to build
> something for the XO, which I believe was your point to begin with :)
>
> -josh
>
> ___
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>


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Re: Open Simulator with Physics Engine

2008-02-15 Thread Jeremy Fitzhardinge
Edward Cherlin wrote:
> Has anybody looked at this for the XO?
>
> http://opensimulator.org/wiki/PhysicsEngines
>
> The physics is not very realistic yet. Presumably we could manage
> simple statics and dynamics, with graphs of position, velocity, and
> acceleration.
>
> I would like to have a simulation engine available for integration
> into e-textbooks. What other candidates are there?
>
>   

I've been looking at using Chipmunk (a 2D physics library: 
http://wiki.slembcke.net/main/published/Chipmunk) to do a simple 
activity which allows the user to draw shapes freehand, and then have 
them physically simulated.  By choosing different pens, you can draw 
either fixed, rigid or flexible shapes.  People have already developed 
similar programs using chipmunk, and the demo videos are very 
interesting.  Unfortunately they seem to be under closed licenses.  
Besides, a Sugar version would be most interesting with some kind of 
mesh multiuser component, which would probably significantly change how 
the program evolves.

I've done some very early prototypes on the XO, mostly by running the 
Chipmunk test program.  It was surprisingly slow; I looked at optimising 
chipmunk to use 3dnow, but I suspect the bottleneck is in actually 
rendering (I have not profiled it properly).  I was hoping to use Cairo 
for rendering, but it seems to be a bit too slow for smooth animated 
rendering.

I was hoping to put together and announce something simple for people to 
poke at in the next week or two.

J
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Re: Open Simulator with Physics Engine

2008-02-15 Thread cafl
http://edu.kde.org/step/index.php
This was apparently finished during 2007 google summer of code

Description

Step is an interactive physical simulator. It works like this: you
place some bodies on the scene, add some forces such as gravity or
springs, then click "Simulate" and Step shows you how your scene will
evolve according to the laws of physics. You can change every property
of bodies/forces in your experiment (even during simulation) and see
how this will change evolution of the experiment. With Step you can
not only learn but feel how physics works !
Features

* Classical mechanical simulation in two dimensions
* Particles, springs with dumping, gravitational and coulomb forces
* Rigid bodies
* Collision detection (currently only discrete) and handling
* Soft (deformable) bodies simulated as user-editable
particles-springs system, sound waves
* Molecular dynamics (currently using Lennard-Jones potential):
gas and liquid, condensation and evaporation, calculation of
macroscopic quantities and their variances
* Units conversion and expression calculation: you can enter
something like "(2 days + 3 hours) * 80 km/h" and it will be accepted
as distance value (requires libqalculate)
* Errors calculation and propagation: you can enter values like
"1.3 ± 0.2" for any property and errors for all dependent properties
will be calculated using statistical formulas
* Solver error estimation: errors introduced by the solver is
calculated and added to user-entered errors
* Several different solvers: up to 8th order, explicit and
implicit, with or without adaptive timestep (most of the solvers
require GSL library)
* Controller tool to easily control properties during simulation
(even with custom keyboard shortcuts)
* Tools to visualize results: graph, meter, tracer
* Context information for all objects, integrated wikipedia browser
* Collection of example experiments, more can be downloaded with KNewStuff2

StepCore Library

StepCore is the physical simulation library on which Step is based. It
can be used without Step for complex simulations which require coding
or in other software which require physical simulation functionality.
It is designed in order to be extensible, tunable and to provide
accurate simulation.


On 2/15/08, Jeremy Fitzhardinge <[EMAIL PROTECTED]> wrote:
> Edward Cherlin wrote:
> > Has anybody looked at this for the XO?
> >
> > http://opensimulator.org/wiki/PhysicsEngines
> >
> > The physics is not very realistic yet. Presumably we could manage
> > simple statics and dynamics, with graphs of position, velocity, and
> > acceleration.
> >
> > I would like to have a simulation engine available for integration
> > into e-textbooks. What other candidates are there?
> >
> >
>
> I've been looking at using Chipmunk (a 2D physics library:
> http://wiki.slembcke.net/main/published/Chipmunk) to do a simple
> activity which allows the user to draw shapes freehand, and then have
> them physically simulated.  By choosing different pens, you can draw
> either fixed, rigid or flexible shapes.  People have already developed
> similar programs using chipmunk, and the demo videos are very
> interesting.  Unfortunately they seem to be under closed licenses.
> Besides, a Sugar version would be most interesting with some kind of
> mesh multiuser component, which would probably significantly change how
> the program evolves.
>
> I've done some very early prototypes on the XO, mostly by running the
> Chipmunk test program.  It was surprisingly slow; I looked at optimising
> chipmunk to use 3dnow, but I suspect the bottleneck is in actually
> rendering (I have not profiled it properly).  I was hoping to use Cairo
> for rendering, but it seems to be a bit too slow for smooth animated
> rendering.
>
> I was hoping to put together and announce something simple for people to
> poke at in the next week or two.
>
> J
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astonish the rest."
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Re: Open Simulator with Physics Engine

2008-02-15 Thread Gary C Martin
Hi,

Just wanted to chip in with a thought of a simpler activity sim type  
that could be a low hanging fruit to port or code for the XO. I do  
love the idea of 'crayon physics' and all the other physics sim  
spinoffs that are all the fashion just now, but a lot of fun/ 
exploration can be had with some the old school sandbox type  
simulations. Some of the examples at the below URL are way over  
developed/cluttered (too many material types, unnecessary additions  
etc), but a more careful design would make a good, single and multi  
user sharable activity:

http://fallingsandgame.com/viewtopic.php?t=1875

Regards,
Gary

P.S. I'm really tempted to pick this one up, but I've only just made  
my first activity port 'Moon' and I was planning to move onto 'Earth'  
as a worthy follow up with more educational possibilities as an  
activity. H...

On 15 Feb 2008, at 15:21, [EMAIL PROTECTED] wrote:

> On 2/15/08, Jeremy Fitzhardinge <[EMAIL PROTECTED]> wrote:
>> Edward Cherlin wrote:
>>> Has anybody looked at this for the XO?
>>>
>>> http://opensimulator.org/wiki/PhysicsEngines
>>>
>>> The physics is not very realistic yet. Presumably we could manage
>>> simple statics and dynamics, with graphs of position, velocity, and
>>> acceleration.
>>>
>>> I would like to have a simulation engine available for integration
>>> into e-textbooks. What other candidates are there?
>>>
>>>
>>
>

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Re: Open Simulator with Physics Engine

2008-02-15 Thread Jeremy Fitzhardinge
Gary C Martin wrote:
> Just wanted to chip in with a thought of a simpler activity sim type  
> that could be a low hanging fruit to port or code for the XO. I do  
> love the idea of 'crayon physics' and all the other physics sim  
> spinoffs that are all the fashion just now, but a lot of fun/ 
> exploration can be had with some the old school sandbox type  
> simulations.

Yes.  The thing I like about crayon is that its immediately accessible, 
and its obvious what's happening; a few minutes of experimentation will 
tell you everything you need to know about making things, and yet 
there's a fairly large range of interesting things you can achieve.  
There's no distinction between "modelling" and "simulation", aside from 
having a "pause" button.  But from that base you can easily envisage 
adding more complex types of items like linkages and motors to allow 
more flexiblity.

>  Some of the examples at the below URL are way over  
> developed/cluttered (too many material types, unnecessary additions  
> etc), but a more careful design would make a good, single and multi  
> user sharable activity:
>
>   http://fallingsandgame.com/viewtopic.php?t=1875
>   

Yes, these kinds of literal sandbox games are fun too...

J
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Re: Open Simulator with Physics Engine

2008-02-20 Thread Yoshiki Ohshima
  It is not something done with a physics engine, but there are a few
particle systems written in Etoys.  For example, if you launch Etoys,
click on "Gallery of Projects", and click on the thumbnail third from
the left in the bottom row.

  It is an ideal gas simulation (in 2D).  You can modify the
parameters like pressure (called "gravity" because the green top wall
is falling down all the time), and turtleCount that controls the
number of gas molecules.  But also you can modify the actual
simulation code while the simulation is running, change stuff in the
script called "oneStep", or perhaps you can assign different values to
the "speed" variables to these molecules' own variables, etc., etc.

-- Yoshiki
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