Component Technology
Primary visions of the project
The notion of binary components and oriented object design are
one of interesting subject in the programming and conception field.
During the year 1999, I worked for an industrial software company
specialized in real time and embedded systems. There, I developed
a mechanism close to Component Object Model by Microsoft and adapted
for Unix, Windows and VxWorks operating systems.
This system has been readapted for the kernel of
Hyperion to obtain a set of classes, which permits to create very
quickly Hyperion components. This new framework has been called
Hyperion Pattern. This framework has been designed for environments
with support dynamic libraries.
Library of specialized components
With the help of this framework, the applications
could be not only object oriented but also could be component oriented.
Moreover I am open-minded to many aspects of engineering subjects,
especially analytical mathematics and mechanical engineering. So
to test in a large scale the new developed framework, I decided
to create the first components specialized in the physical simulation
in real-time. The long-term prevision is to set a coherent and dense
library of specialized components in the same way as Direct X, which
is specialized in the multimedia field .
Physical Simulation
Physical simulation in real-time has great applications in a various
industrial field like the medicine, mechanical controls, etc. But
one of the most important applications is the video game industry.
So the components have been designed to be adapted very easily in
the last physics engines.
Deformation of solids
I decided to be concentrated on elements that haven't been studied
in the game industry. That's why I made my choice on the deformation
of rigid bodies i.e. steel or concrete structures. The deformation
of rigid body could occur in many occasions during a game. For example,
a car crashed into a wall, or the player fires a rocket in a structure.
Main specifications
The main specifications have imposed the following conditions for
the simulation:
Being
real-time;
Obtaining
realistic solution;
Generating
a large variety of shapes for the body;
Applying
usual boundary conditions.
Moreover, the only tolerated hypothesis is that the deformations
occur always in the elastic domain, i.e. there are a linear relation
between the applied forces and the displacements . Consequently,
the deformation is generally instantaneous (the damping coefficient
of the concrete is negligible), so there are only two states: the
initial body no deformed and the deformed object. Of course, the
simulation of viscosity and so the simulation of temporal deformation
is possible. For more details, please read document located here.
Ephydryne components
The Ephydryne Components realize these specifications. The Ephydryne
package defines a set of interface and implements the necessary
components to do all the computing steps necessary for the finite
element method.
State of the realisation
To prove the capabilities of the Ephydryne components and the viability
of the chosen solutions, two client applications have been developed:
HypDev;
HypVisual.
HypDev and HypVisual are
considered like demonstration products because the Ephydryne Components
are the core of the project.
Read the documentation for more information.
Cooperative work
L'Ecole Nationale Supérieure des Techniques Industrielles et des
Mines d'Alès (Alès School of Engineering) has given the Hyperion
Project some advantage from its material resources and its research
professors. I thank the School and the professors for their help.
Screenshots
Case 1 - Cube
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Case 2 - Beam
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Case 3 - Plate
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Case 4 - Cube
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Case 5 - Beam
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Download
the Hyperion Files used to do these simulation.
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