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Title: | AMIGA NOTES |
Notice: | Join us in the *NEW* conference - HYDRA::AMIGA_V2 |
Moderator: | HYDRA::MOORE |
|
Created: | Sat Apr 26 1986 |
Last Modified: | Wed Feb 05 1992 |
Last Successful Update: | Fri Jun 06 1997 |
Number of topics: | 5378 |
Total number of notes: | 38326 |
2942.0. "VIBRA.ZOO uploaded." by AYOV28::ATHOMSON (C'mon, git aff! /The Kelty Clippie) Thu Sep 21 1989 08:55
I've just uploaded VIBRA.ZOO to norse::amiga:[upload], the vibra.doc
file follows the <FF>
Alan
------------------------------------------------------------------------
Vibra.doc
Fred Mitchell Version 1.00 6-01-89
(215)228-7490
Simulation of vibrating lines and planes
NOTE: (c) 1989 Mitchell/Ware Systems. All rights reserved.
This program may be freely distributed INTACT,
UNALTERED in any way. The Three files must be present:
Vibra
Vibra.info
Vibra.doc
Anyone wishing to place this program on a Public Domain Disk
should call and let me know about it first.
------------------------------------------------------------------------
Well, this is a really strange program! One day, while walking along
in the park next to this lovely river, I wondered about the rising and
falling of the waves in the water. Mainly, if there were a simple way
to simulate them in a manner which would allow me to see them in in real
time. Well, Vibra is a far cry from real water, but it allows you to
see the dynamics involved.
Vibra sets up a number of what I call 'knots', linked by elastic
elements that I shall refer to as 'rubber bands'. I know this is an
extremely non-technical way to describe this, but just as well- the
metaphor fits nicely.
Each knot is given a certain mass, and rubber bands are given a certain
'springiness' factor. The knots are restricted to vertical motion, and
are spaced at even intervals. Rubber bands join adjacent knots. Zero
gravity is assumed. You may move any knot along its path of motion
using the mouse. In the case of the Line simulation, the rightmost knot
is anchored by a spring. In the case of the Plane Simulation, the knots
at the edges are anchored, as though it were a trampoline. This
anchoring can be turned off from the menu (Bound) so that the Line or
Plane is totally unanchored.
When you begin a simulation, all knots are at their 'rest' positions,
at zero velocity. Simply pick up a knot with the mouse and deposit it
elsewhere. Then the fun begins!
The Plane simulation is notoriously slow for even modest dimensions.
For tolerably fast Plane simulations, keep the dimensions under 10.
(By dimensions, I mean how many knots on an edge. The Plane, then, will
have 100 knots for a dimension of 10.)
If you have any questions about this program, simply give me a call at
(215)228-7490.
-Fred Mitchell of Mitchell/Ware Systems
(Have Fun!)
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