I’m pretty excited about my new project:
Getting everything together for the launch has been a bit crazy, but we’re off!
The idea is this:
Mesh is a technical consulting firm that offers a spectrum of services that stimulate conceptual development, rationalize complex design, and effectively implement high level research in the digital design industry.
Our four core services groups are: Geometry Consulting, Custom Algorithm Design, Research and Development, and Simulation.
These services have been specifically geared to architects, engineers, manufacturers, artists, and game developers looking to develop new or existing technologies that will add value to their services and products.
Over the past few months, I’ve been collaborating with Mani Mani of Fishtnk on a chair for the Interior Design Show (IDS) in Toronto. The show is next week, and the chair is finished – come check it out!
We’ve just uploaded a small but important update to the component set. Basically, the major reworking of the components in the last update messed with the actual integration functions – this has been fixed. More specifically, we’ve settled on a leapfrog integrator for a force based simulation and the RK4 integrator, with a fast option, for regular integration.
In general, we are shifting our focus away from adding new functionality (check out the dynamics source code – you can write your own!) towards optimizing performance. This release is a first step in that direction. Also, some updated example files have been added – more to come.
Check out the new Distance Binning component. At only %30 speed increase, it’s still a WIP.
This release features a major reworking of the component set. Yes, we managed to break all functionality during the refactoring; No, we couldn’t figure out how to fix it for a quite while…..In the end, it all came together, though. The biggest change is that we combined the Static and Dynamic Integrators into one. This means you can toggle between the two modes on the fly. Beware, though, if you leave the timer enabled and switch to the static integration, you’ll rebuild the solution at every time step (i.e. crash)!
We have also decided to release our code for the dynamics. This means that if you adhere to structure, you can build your own dynamics.
- Acceleration component has been removed. By default, the simulation assumes all vectors are forces. This can be toggled in the settings if you simply want to integrate.
- The settings component has been broken out into three components and a few menu options.
- Inter-particle forces have been added. This is meant more as a prototype for future developments (flocking has been done many times before…more on this later). These dynamics are SLOW!
- Dynamic Emitters! These are really fun…
Surface Attraction: Turns any list of surfaces into gravity attractors or repellers.
Surface Flow: When particles are close, they flow along any list of surfaces.
Separation: Assign a distance to be maintained between particles within a given radius.
Cohesion: Particles will tend towards the average of their neighbours.
Alignment: Particles will tend towards travelling in the same direction as their neighbours.
Dynamic Keyframe: Give collections of dynamics time intervals to be activated.
[vimeo http://www.vimeo.com/28353918 w=720 &h=480]
Although using the vector display with a gradient significantly decreases the performance of GH (video has been sped up 1.5x), it looks great!
I only wish I could customize the sprites, or at least make mesh vertices transparent….
I have to admit – I’m fairly excited about this component. The basic idea is that if you can attach a value to a sample point, then interpolation can give you an expected value at a test point somewhere between the sample points. Our component simply generalizes this to arbitrary dimensions – allowing for morphing, keyframing, basically any kind of interpolation you can think of.
I’ll try to work up some crazier examples but this video should give a good idea of the basics…
Multi Dim. Interpolation will be included in the May 20th release of the SPM Vector Components.
[vimeo http://vimeo.com/23699024 w=400 &h=295]