Re: [vos-d] thought problem 1: physics

2007-02-02 Thread chris
On 2/3/07, Reed Hedges <[EMAIL PROTECTED]> wrote:
> Benjamin Mesing wrote:
> >> Question: will the two images of the two experiments show box2 in the
> >> same rest position relative to box1?
> >
> > Why don't we consider floating point precision issues as computers
> > equivalent to Heisenbergs uncertainty principle?
>
> Well, OK not to be pedantic or anything :) but the problem is not
> uncertain, we know very certainly that it's going to happen, whether we
> observe it or not.

It's not that bad an analogy: the location of things *is* uncertain in
that, for any one coordinate, it will "jump" to one of eight positions
that are the nearest representable locations at a given precision and
distance from origin. When measuring or comparing between two
locations they could diverge in opposite directions or converge
doubling the normal error that you'd expect form the "cube". And in
certain rare cases the error is larger.
Then the effects of calculation error propagation make it worse, etc.

chris
>
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Re: [vos-d] thought problem 1: physics

2007-02-02 Thread Reed Hedges
Benjamin Mesing wrote:
>> Question: will the two images of the two experiments show box2 in the
>> same rest position relative to box1?
> 
> Why don't we consider floating point precision issues as computers
> equivalent to Heisenbergs uncertainty principle?

Well, OK not to be pedantic or anything :) but the problem is not 
uncertain, we know very certainly that it's going to happen, whether we 
observe it or not.

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Re: [vos-d] thought problem 1: physics

2007-02-02 Thread Reed Hedges
chris wrote:
> Consider the case when  a military simulation
> is used to generate images that they expect a sensor should "see".
> These images are compared to "ground truth" images and the result is
> used to calibrate a sensor - which is then used in a craft or weapon.
> If there is unknown positional error affecting the simulated image
> (and most practitioners are unaware of the effect of
> spatial/positional error on rendered images) then the sensor gets
> miss-calibrated.

If the calibration procedure includes the range where errors like that 
then it should model the error. (After all, that's the point of 
calibration.)





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Re: [vos-d] thought problem 1: physics

2007-02-02 Thread chris
On 2/2/07, Benjamin Mesing <[EMAIL PROTECTED]> wrote:
>
> > Question: will the two images of the two experiments show box2 in the
> > same rest position relative to box1?
>
> Why don't we consider floating point precision issues as computers
> equivalent to Heisenbergs uncertainty principle?

:) It does seem like that sometimes,

chris
>
> Sorry, could help it ;-)
>
> Regards Ben
>
>
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Re: [vos-d] thought problem 1: physics

2007-02-02 Thread Sebastian Hoffmann
On Fri, Feb 02, 2007 at 04:42:06PM +0900, chris wrote:
>  poor AI! Nice example, reminds me of the Ai used to
> translate English/Russian. It was asked to translate "The spirit is
> willing but the flesh is weak" and came back with :
> "The wine is good but the meat is rotten"!

When the first speech recognizer was finished, the scientists wondered what
should be the first words to be recognized. Being the boring scientists they
are, they settled for "Recognize speech.". Little did they know that they'd
"Wreck a nice beach.".

Liebe Grüße,
Sebastian Hoffmann
-- 
"Glücklich zu sein ist oberste Bürgerpflicht."
  -- Paranoia, West End Games
"Oh, look at the time, 1984 already."
  -- Daria (MTV)

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Re: [vos-d] thought problem 1: physics

2007-02-02 Thread Benjamin Mesing
> Sorry, could help it ;-)
Obviously this should read couldn't...


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Re: [vos-d] thought problem 1: physics

2007-02-02 Thread Benjamin Mesing

> Question: will the two images of the two experiments show box2 in the
> same rest position relative to box1?

Why don't we consider floating point precision issues as computers
equivalent to Heisenbergs uncertainty principle?

Sorry, could help it ;-)

Regards Ben


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Re: [vos-d] thought problem 1: physics

2007-02-01 Thread chris

On 2/2/07, Sebastian Hoffmann <[EMAIL PROTECTED]> wrote:

On Fri, Feb 02, 2007 at 04:06:08PM +0900, chris wrote:
> for time, with the python-ode example, i did not see much diversion
> until about 8000.

Thank you, at which stepsize?

atached are two of the programs - the second having time=8000. I used
a VIAO noebook, pentium 770, running windoze.
The software I used was according to these instructions by Miriam English:
Here are the 7 steps to success (at least on a Win98 machine):

1. installed python 2.4
  python-2.4.3.msi
  http://www.python.org/ftp/python/2.4.3/

2. edited autoexec.bat to add:
  SET PATH=%PATH%;C:\python
  SET PYTHON=C:\PYTHON\

3. installed pyOpenGL
  PyOpenGL-2.0.2.01.py2.4-numpy23.exe
  http://pyopengl.sourceforge.net

4. Copied glut32.dll to the C:\python\Lib\site-packages\OpenGL
directory. (This is a *crucial* step.)
  glut32.dll
  http://www.xmission.com/%7Enate/glut.html

5. installed OpenGLContext
  OpenGLContext-2.0.0c1.win32-py2.4.exe
  http://pyopengl.sourceforge.net/context/
  (downloaded from http://pyopengl.sourceforge.net/ )

6. installed PIL (python Image Library)
  PIL-1.1.5.win32-py2.4.exe
  http://www.pythonware.com/products/pil/

7. installed pyODE
  PyODE-1.1.0.win32-py2.4.exe
  http://pyode.sourceforge.net/


Now I can double-click on the tutorial3.py from
http://pyode.sourceforge.net/ and it simply runs!



> to me, the scary thing is that people tend to assume

When people start to assume, bad things always start to happen. :)

> that a computer
> simulation, programmed with high precision and all, is going to be
> accurate and reliable. Consider the case when  a military simulation
> is used to generate images that they expect a sensor should "see".
> These images are compared to "ground truth" images and the result is
> used to calibrate a sensor - which is then used in a craft or weapon.
> If there is unknown positional error affecting the simulated image
> (and most practitioners are unaware of the effect of
> spatial/positional error on rendered images) then the sensor gets
> miss-calibrated.

There's an anecdote in university cycles about an AI trained to find
camouflaged tanks. It used a neural net which could classify pictures shown
to it into "tank present" or "no tank present" and was trained by being fed
images and the information wether a tank was present. In the lab it worked
great. In the wild, it was completely useless, Never worked.
In the postmortem analysis, someone found that all the pictures of tankless
wild had been done when light was best (day), but the tanks pictures where
taken when camouflage was best (dawn and dusk). Meditate on what what the
AIs mind was like. :)


 poor AI! Nice example, reminds me of the Ai used to
translate English/Russian. It was asked to translate "The spirit is
willing but the flesh is weak" and came back with :
"The wine is good but the meat is rotten"!

chris


Liebe Grüße,
Sebastian Hoffmann
--
"Glücklich zu sein ist oberste Bürgerpflicht."
  -- Paranoia, West End Games
"Oh, look at the time, 1984 already."
  -- Daria (MTV)

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# pyODE example 3: Collision detection
# origin

# Originally by Matthias Baas.
# Updated by Pierre Gay to work without pygame or cgkit.

import sys, os, random, time
from math import *
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *

import ode

# geometric utility functions
def scalp (vec, scal):
vec[0] *= scal
vec[1] *= scal
vec[2] *= scal

def length (vec):
return sqrt (vec[0]**2 + vec[1]**2 + vec[2]**2)

# prepare_GL
def prepare_GL():
"""Prepare drawing.
"""

# Viewport
glViewport(0,0,640,480)

# Initialize
glClearColor(0.8,0.8,0.9,0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST)
glDisable(GL_LIGHTING)
glEnable(GL_LIGHTING)
glEnable(GL_NORMALIZE)
glShadeModel(GL_FLAT)

# Projection
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective (45,1.,0.2,20)

# Initialize ModelView matrix
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()

# Light source
glLightfv(GL_LIGHT0,GL_POSITION,[0,0,1,0])
glLightfv(GL_LIGHT0,GL_DIFFUSE,[1,1,1,1])
glLightfv(GL_LIGHT0,GL_SPECULAR,[1,1,1,1])
glEnable(GL_LIGHT0)

# View transformation
gluLookAt (2.4, 3.6, 4.8, 0.5, 0.5, 0, 0, 1, 0)

# draw_body
def draw_body(body):
"""Draw an ODE body.
"""

x,y,z = body.getPosition()
R = body.getRotation()
#rot = [R[0], R[3], R[6], 0.,
#   R[1], R[4], R[7], 0.,
#   R[2], R[5], R[8], 0.,
#   x, y, z, 1.0]
rot = [1, 0.0, 0.0, 0.0,
   0.0, 1, 0.0, 0.0,
   0.0, 0.0, 1.0, 0.0,
   x, y, z, 1.0]
glPushMatrix()
glMultMatrixd(rot)
if body.shape=="box":
sx

Re: [vos-d] thought problem 1: physics

2007-02-01 Thread Sebastian Hoffmann
On Fri, Feb 02, 2007 at 04:06:08PM +0900, chris wrote:
> for time, with the python-ode example, i did not see much diversion
> until about 8000.

Thank you, at which stepsize?

> to me, the scary thing is that people tend to assume

When people start to assume, bad things always start to happen. :)

> that a computer
> simulation, programmed with high precision and all, is going to be
> accurate and reliable. Consider the case when  a military simulation
> is used to generate images that they expect a sensor should "see".
> These images are compared to "ground truth" images and the result is
> used to calibrate a sensor - which is then used in a craft or weapon.
> If there is unknown positional error affecting the simulated image
> (and most practitioners are unaware of the effect of
> spatial/positional error on rendered images) then the sensor gets
> miss-calibrated.

There's an anecdote in university cycles about an AI trained to find
camouflaged tanks. It used a neural net which could classify pictures shown
to it into "tank present" or "no tank present" and was trained by being fed
images and the information wether a tank was present. In the lab it worked
great. In the wild, it was completely useless, Never worked.
In the postmortem analysis, someone found that all the pictures of tankless
wild had been done when light was best (day), but the tanks pictures where
taken when camouflage was best (dawn and dusk). Meditate on what what the
AIs mind was like. :)

Liebe Grüße,
Sebastian Hoffmann
-- 
"Glücklich zu sein ist oberste Bürgerpflicht."
  -- Paranoia, West End Games
"Oh, look at the time, 1984 already."
  -- Daria (MTV)

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Re: [vos-d] thought problem 1: physics

2007-02-01 Thread chris
On 2/2/07, Sebastian Hoffmann <[EMAIL PROTECTED]> wrote:
> On Thu, Feb 01, 2007 at 10:15:19PM -0800, Ken Taylor wrote:
> > > yeah - but my tests of the position sensitivity are quite scary for
> > > anything u want
> > > to be accurate or repeatable and for mission critical stuff.
> >
> > But would this kind of experiment be reproducable in the real world, even
> > with super-precision equipment?
>
> How scary *is* it actually? After which time does the simulation start to
> diverge visibly? And, if you happen to be in a mood for tinkering, what
for time, with the python-ode example, i did not see much diversion
until about 8000.
for a spatial displacement 10m was enough.
f
> happens if you update the second simulation with data from the first
> simulation every $time?

to me, the scary thing is that people tend to assume that a computer
simulation, programmed with high precision and all, is going to be
accurate and reliable. Consider the case when  a military simulation
is used to generate images that they expect a sensor should "see".
These images are compared to "ground truth" images and the result is
used to calibrate a sensor - which is then used in a craft or weapon.
If there is unknown positional error affecting the simulated image
(and most practitioners are unaware of the effect of
spatial/positional error on rendered images) then the sensor gets
miss-calibrated.

chris
>
> Liebe Grüße,
> Sebastian Hoffmann
> --
> "Glücklich zu sein ist oberste Bürgerpflicht."
>   -- Paranoia, West End Games
> "Oh, look at the time, 1984 already."
>   -- Daria (MTV)
>
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Re: [vos-d] thought problem 1: physics

2007-02-01 Thread Sebastian Hoffmann
On Thu, Feb 01, 2007 at 10:15:19PM -0800, Ken Taylor wrote:
> > yeah - but my tests of the position sensitivity are quite scary for
> > anything u want
> > to be accurate or repeatable and for mission critical stuff.
> 
> But would this kind of experiment be reproducable in the real world, even
> with super-precision equipment?

How scary *is* it actually? After which time does the simulation start to
diverge visibly? And, if you happen to be in a mood for tinkering, what
happens if you update the second simulation with data from the first
simulation every $time?

Liebe Grüße,
Sebastian Hoffmann
-- 
"Glücklich zu sein ist oberste Bürgerpflicht."
  -- Paranoia, West End Games
"Oh, look at the time, 1984 already."
  -- Daria (MTV)

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Re: [vos-d] thought problem 1: physics

2007-02-01 Thread chris
On 2/2/07, Ken Taylor <[EMAIL PROTECTED]> wrote:
>
> chris wrote:
> > On 2/2/07, Peter Amstutz <[EMAIL PROTECTED]> wrote:
> > > Well, I assume this is a trick question.  Obviously it *should* do the
> > > same thing, but because of tiny changes in floating point precision,
> > > that isn't guaranteed, and the further you go the less likely it is to
> > > produce the same results.  Do I get a cookie?
> >
> > yup - even tho it is only 10m the difference can be surprisingly large
> > and obvious just from looking at image: out of proportion to the
> > difference in resolution at 10m (which is about 1.6 x 10^-15). See
> > attached image.
>
> Dr Ian Malcom? Is that you? ;)
Whah, who?

>
> > yeah - but my tests of the position sensitivity are quite scary for
> > anything u want
> > to be accurate or repeatable and for mission critical stuff.
>
> But would this kind of experiment be reproducable in the real world, even
> with super-precision equipment? I wouldn't expect to be able to drop a block
> and have it do the same thing every time. I guess a more pertinent question
> is -- are there things which *are* repeatable in the real world but would
> fail due to this kind of position sensitivity in simulation?

I think a RL equivalent, in theory, is likely to be *more precisely*
repeatable because real world has infinite resolution and a very
finely controlled physics experiment is likely to produce closer
results. The important issue here is that you have more precise
control over the computer sim but less precise results output for
these highly sensitive sims. But if you also control the location of
the experiment and point of observation then you can get more
predictable, accurate results (even identical) on the computer.

chris

>
> -Ken
>
>
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Re: [vos-d] thought problem 1: physics

2007-02-01 Thread Ken Taylor

chris wrote:
> On 2/2/07, Peter Amstutz <[EMAIL PROTECTED]> wrote:
> > Well, I assume this is a trick question.  Obviously it *should* do the
> > same thing, but because of tiny changes in floating point precision,
> > that isn't guaranteed, and the further you go the less likely it is to
> > produce the same results.  Do I get a cookie?
>
> yup - even tho it is only 10m the difference can be surprisingly large
> and obvious just from looking at image: out of proportion to the
> difference in resolution at 10m (which is about 1.6 x 10^-15). See
> attached image.

Dr Ian Malcom? Is that you? ;)

> yeah - but my tests of the position sensitivity are quite scary for
> anything u want
> to be accurate or repeatable and for mission critical stuff.

But would this kind of experiment be reproducable in the real world, even
with super-precision equipment? I wouldn't expect to be able to drop a block
and have it do the same thing every time. I guess a more pertinent question
is -- are there things which *are* repeatable in the real world but would
fail due to this kind of position sensitivity in simulation?

-Ken


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Re: [vos-d] thought problem 1: physics

2007-02-01 Thread chris
On 2/2/07, Peter Amstutz <[EMAIL PROTECTED]> wrote:
> That's very interesting.  Which simulation engine is this?

ode - used in python-ode code. I can provide code and install
instructions if u like.

>
> Also, to reiterate my previous email, would fixed-point math improve the
> situation any?
>
see reply to last post.

> I suppose one thing to keep in mind is rigid body simulation for the
> purposes of games just needs to be "good enough" and look reasonable.
> Practical uses of rigid body physics in games that I have seen tend to
> have quite a lot of dampening to prevent the system from flipping out.
>
yeah - but my tests of the position sensitivity are quite scary for
anything u want
to be accurate or repeatable and for mission critical stuff.

> Physics is something I haven't solved in VOS.  The current ter'angreal
> uses client-side "physics" (really just trivial graviy and collision
> detection) but proper rigid body physics (so that users can push and
> pull things, stack things up and knock them over, etc) will likely need
> to be managed by the server.
>
> On Fri, Feb 02, 2007 at 11:29:35AM +0900, chris wrote:
> > On 2/2/07, Peter Amstutz <[EMAIL PROTECTED]> wrote:
> > >Well, I assume this is a trick question.  Obviously it *should* do the
> > >same thing, but because of tiny changes in floating point precision,
> > >that isn't guaranteed, and the further you go the less likely it is to
> > >produce the same results.  Do I get a cookie?
> >
> > yup - even tho it is only 10m the difference can be surprisingly large
> > and obvious just from looking at image: out of proportion to the
> > difference in resolution at 10m (which is about 1.6 x 10^-15). See
> > attached image.
> >
> > chris
> > >
> > >
>

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Re: [vos-d] thought problem 1: physics

2007-02-01 Thread Peter Amstutz
That's very interesting.  Which simulation engine is this?

Also, to reiterate my previous email, would fixed-point math improve the 
situation any?

I suppose one thing to keep in mind is rigid body simulation for the 
purposes of games just needs to be "good enough" and look reasonable.  
Practical uses of rigid body physics in games that I have seen tend to 
have quite a lot of dampening to prevent the system from flipping out.

Physics is something I haven't solved in VOS.  The current ter'angreal 
uses client-side "physics" (really just trivial graviy and collision 
detection) but proper rigid body physics (so that users can push and 
pull things, stack things up and knock them over, etc) will likely need 
to be managed by the server.

On Fri, Feb 02, 2007 at 11:29:35AM +0900, chris wrote:
> On 2/2/07, Peter Amstutz <[EMAIL PROTECTED]> wrote:
> >Well, I assume this is a trick question.  Obviously it *should* do the
> >same thing, but because of tiny changes in floating point precision,
> >that isn't guaranteed, and the further you go the less likely it is to
> >produce the same results.  Do I get a cookie?
> 
> yup - even tho it is only 10m the difference can be surprisingly large
> and obvious just from looking at image: out of proportion to the
> difference in resolution at 10m (which is about 1.6 x 10^-15). See
> attached image.
> 
> chris
> >
> >On Fri, Feb 02, 2007 at 09:26:43AM +0900, chris wrote:
> >> This is in response to Reed's question in earlier thread.
> >>
> >> Thought problem 1: physics
> >>
> >> Suppose I am going to do a rigid body simulation. I put one box (box1)
> >> on a plane, at the origin and hold another box (box2) suspended a
> >> meter above the plane nearby. I release box2 at time t=20 and it
> >> bounces, perhaps collides with box1 then eventually comes to rest. I
> >> snap an image of the rest state of the sim.
> >>
> >> Now I repeat the entire sim after first shifting everything (boxes and
> >> plane) by 10m. The boxes and plane are in exactly the same relative
> >> position as before. I drop box2 at t=20, let it bounce and snap an
> >> image of the sim when it is at rest.
> >>
> >> Question: will the two images of the two experiments show box2 in the
> >> same rest position relative to box1?
> >>
> >> ___
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> >> vos-d@interreality.org
> >> http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
> >
> >--
> >[   Peter Amstutz  ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ]
> >[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
> >[ VOS: Next Generation Internet Communication][ http://interreality.org ]
> >[ http://interreality.org/~tetron ][ pgpkey:  pgpkeys.mit.edu  18C21DF7 ]
> >
> >
> >-BEGIN PGP SIGNATURE-
> >Version: GnuPG v1.4.5 (GNU/Linux)
> >
> >iD8DBQFFwptgaeHUyhjCHfcRAsn5AJ9knheBn1d+AOS7dbG55DH04+JomQCeP4ci
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> >
> >


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-- 
[   Peter Amstutz  ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ]
[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
[ VOS: Next Generation Internet Communication][ http://interreality.org ]
[ http://interreality.org/~tetron ][ pgpkey:  pgpkeys.mit.edu  18C21DF7 ]



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Re: [vos-d] thought problem 1: physics

2007-02-01 Thread chris

On 2/2/07, Peter Amstutz <[EMAIL PROTECTED]> wrote:

Well, I assume this is a trick question.  Obviously it *should* do the
same thing, but because of tiny changes in floating point precision,
that isn't guaranteed, and the further you go the less likely it is to
produce the same results.  Do I get a cookie?


yup - even tho it is only 10m the difference can be surprisingly large
and obvious just from looking at image: out of proportion to the
difference in resolution at 10m (which is about 1.6 x 10^-15). See
attached image.

chris


On Fri, Feb 02, 2007 at 09:26:43AM +0900, chris wrote:
> This is in response to Reed's question in earlier thread.
>
> Thought problem 1: physics
>
> Suppose I am going to do a rigid body simulation. I put one box (box1)
> on a plane, at the origin and hold another box (box2) suspended a
> meter above the plane nearby. I release box2 at time t=20 and it
> bounces, perhaps collides with box1 then eventually comes to rest. I
> snap an image of the rest state of the sim.
>
> Now I repeat the entire sim after first shifting everything (boxes and
> plane) by 10m. The boxes and plane are in exactly the same relative
> position as before. I drop box2 at t=20, let it bounce and snap an
> image of the sim when it is at rest.
>
> Question: will the two images of the two experiments show box2 in the
> same rest position relative to box1?
>
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[   Peter Amstutz  ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ]
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Re: [vos-d] thought problem 1: physics

2007-02-01 Thread Peter Amstutz
Well, I assume this is a trick question.  Obviously it *should* do the 
same thing, but because of tiny changes in floating point precision, 
that isn't guaranteed, and the further you go the less likely it is to 
produce the same results.  Do I get a cookie?

On Fri, Feb 02, 2007 at 09:26:43AM +0900, chris wrote:
> This is in response to Reed's question in earlier thread.
> 
> Thought problem 1: physics
> 
> Suppose I am going to do a rigid body simulation. I put one box (box1)
> on a plane, at the origin and hold another box (box2) suspended a
> meter above the plane nearby. I release box2 at time t=20 and it
> bounces, perhaps collides with box1 then eventually comes to rest. I
> snap an image of the rest state of the sim.
> 
> Now I repeat the entire sim after first shifting everything (boxes and
> plane) by 10m. The boxes and plane are in exactly the same relative
> position as before. I drop box2 at t=20, let it bounce and snap an
> image of the sim when it is at rest.
> 
> Question: will the two images of the two experiments show box2 in the
> same rest position relative to box1?
> 
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[   Peter Amstutz  ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ]
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[vos-d] thought problem 1: physics

2007-02-01 Thread chris
This is in response to Reed's question in earlier thread.

Thought problem 1: physics

Suppose I am going to do a rigid body simulation. I put one box (box1)
on a plane, at the origin and hold another box (box2) suspended a
meter above the plane nearby. I release box2 at time t=20 and it
bounces, perhaps collides with box1 then eventually comes to rest. I
snap an image of the rest state of the sim.

Now I repeat the entire sim after first shifting everything (boxes and
plane) by 10m. The boxes and plane are in exactly the same relative
position as before. I drop box2 at t=20, let it bounce and snap an
image of the sim when it is at rest.

Question: will the two images of the two experiments show box2 in the
same rest position relative to box1?

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