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Thread: applyTorque Tutorial

  1. #51
    Lifetime Supporter rich_27's Avatar
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    Default Re: applyTorque Tutorial

    Ah ok, thanks =]

  2. #52
    Wire Amateur perlm's Avatar
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    Default Re: applyTorque Tutorial

    A few more simple and clearer examples wouldn't hurt. This looks more like a "how to make a wheel using applyTorque" tutorial to me. It was rather unnecessary to bring in all that math, hell, it probably didn't make it any easier for the majority of people.
    We don't live in a world of shoulds.

  3. #53
    Wire Sofaking thetree's Avatar
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    Default Re: applyTorque Tutorial

    Awsome job

    Sticky?

  4. #54
    Wire Sofaking Fizyk's Avatar
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    Default Re: applyTorque Tutorial

    Quote Originally Posted by perlm
    A few more simple and clearer examples wouldn't hurt. This looks more like a "how to make a wheel using applyTorque" tutorial to me. It was rather unnecessary to bring in all that math, hell, it probably didn't make it any easier for the majority of people.
    Actually, there was nothing about making a wheel with it, well, maybe the very beginning is kind of like this. This is a good idea for a simple example, though (I think Syranide suggested it too, but I eventually didn't get to add it :whistling. And about the math, I tried to keep it as simple, as it can be.

    The example I presented is a bit outdated anyway, since we have quaternions now, though it can still be useful for some applications.

    Also, thanks thetree

    EDIT: I added the wheel example and improved the stabilization example a bit.
    Last edited by Fizyk; 07-15-2010 at 07:13 AM.

    My programs: BIOS - Alcyone - Calculator - Notepad - Movie Player
    My tutorials: applyTorque - Quaternions - PID controllers
    Some other things I made: FT Chip - RK4 Solar System

  5. #55
    Wire Amateur perlm's Avatar
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    Default Re: applyTorque Tutorial

    Quote Originally Posted by Fizyk View Post
    Actually, there was nothing about making a wheel with it, well, maybe the very beginning is kind of like this. This is a good idea for a simple example, though (I think Syranide suggested it too, but I eventually didn't get to add it :whistling. And about the math, I tried to keep it as simple, as it can be.
    What I mean is is that, you don't need to have an example that does a job and does it good. You could explain what happens if one would give the applyTorque a vector of x,0,0 (and 0,x,0 , 0,0,x , x = constant), how it generally work really. Just so that the one who reads your text easily can draw up an image in his/shes head of how applyTorque works. Simplicity, simplicity, simplicity.... That's the way to go . No need to make it any more complex then it is. I hope you understand what I mean and that I get my point across. It's a well written text you made though.
    Last edited by perlm; 07-15-2010 at 11:05 AM. Reason: fixed some type errors

  6. #56
    Wirererer Evac's Avatar
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    Default Re: applyTorque Tutorial

    Quote Originally Posted by perlm View Post
    What I mean is is that, you don't need to have an example that does a job and does it good. You could explain what happens if one would give the applyTorque a vector of x,0,0 (and 0,x,0 , 0,0,x , x = constant), how it generally work really. Just so that the one who reads your text easily can draw up an image in his/shes head of how applyTorque works. Simplicity, simplicity, simplicity.... That's the way to go . No need to make it any more complex then it is. I hope you understand what I mean and that I get my point across. It's a well written text you made though.
    x,0,0 = Roll
    0,x,0 = Pitch
    0,0,x = Yaw

    (Picture from Wikipedia.org)

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  7. #57
    aka Colonel Never Online Colonel Thirty Two's Avatar
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    Default Re: applyTorque Tutorial

    Evac, applyTorque != applyAngForce.

  8. #58
    Wire Sofaking smellslike's Avatar
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    Default Re: applyTorque Tutorial

    Why haven't I seen this earlier? It's pretty helpful, and healthfully using this will improve many of my planes i'm working on.
    thanks for the improvements too!
    Working on military pack.
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    amateurs build the ark....
    Professionals build the titanic

  9. #59
    aka Colonel Never Online Colonel Thirty Two's Avatar
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    Default Re: applyTorque Tutorial

    Moved to tutorials

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    Default Re: applyTorque Tutorial

    I don't think the amount of math can or should be reduced, but I do think the tutorial could be improved. For example, you don't mention how to tell which direction the torque will be going, you just show the correct arrows on diagrams and it's not clear whether torque up/down and direction for rotation are dependent or not. It might be helpful to briefly describe the right-hand rule.

    What perlm requests about showing the general behaviour of applyTorque(vec(X, 0, 0)) for some number X, that's already done in the wheel section. We can see that torque rotates an object about a certain axis, but the relationship between torque and angular velocity isn't really clear. You might not need to bring in inertia (though if you do, note that Tolyzor's calculated that E:inertia() comes back in incorrect units, so it needs a multiplier to give you useful angular acceleration units like degree/s^2), but making the analogy to linear velocity and force clearer would help.

    I don't think quaternions have made this obsolete at all, but a link to your quaternion guide wouldn't be out of place either.
    Last edited by nescalona; 07-15-2010 at 01:15 PM.

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