General discussion about 3D DCC and other topics
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Bullit
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by Bullit » 30 Aug 2014, 17:20
ICE made me more aware and more interested in Maths. One of way i go is to read Math History. People, how theories born etc. Since i don't like theory for theory sake.
The question:
If a ball is to roll down a ramp which connects two points, what must be the shape of the ramp’s curve be, such that the descent time is a minimum?
So what is the answer? I know but i was empirically wrong albeit not by much.
It also would be interesting to test if 3D applications rigid body dynamics systems respect the physical result.
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rray
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by rray » 31 Aug 2014, 01:36
No idea - I believe this will either have a very simple solution or a very complex one ;)
A great site where you're nearly guaranteed to get an answer for these kinds of questions is:
http://math.stackexchange.com
-rr
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angus_davidson
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by angus_davidson » 31 Aug 2014, 10:03
Bullit wrote:ICE made me more aware and more interested in Maths. One of way i go is to read Math History. People, how theories born etc. Since i don't like theory for theory sake.
The question:
If a ball is to roll down a ramp which connects two points, what must be the shape of the ramp’s curve be, such that the descent time is a minimum?
So what is the answer? I know but i was empirically wrong albeit not by much.
It also would be interesting to test if 3D applications rigid body dynamics systems respect the physical result.
Just off hand I would have thought the fastest decent would involve getting as close to 90 degree straight down as you can, so that your still technically a ramp and not a drop ;) Note this is different from a brachistochrone curve as you specified decent (ie movement in one axis)and not the total move from point a to b.
And thats enough thinking for a sunday ;)
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Technomancer at Digital Arts
Wits University
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csaez
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by csaez » 01 Sep 2014, 05:49
What an interesting reading! thanks for sharing

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ChrB
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by ChrB » 02 Sep 2014, 10:43
I presume these calculations take place in an ideal space, e.g. there are no friction or wind resistance. Taking these factors into account, I would presume (sorry no time for calculations right now) that the straight curve would likely be the fastest path?
Arnold for the masses!
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angus_davidson
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by angus_davidson » 02 Sep 2014, 10:45
ChrB wrote:I presume these calculations take place in an ideal space, e.g. there are no friction or wind resistance. Taking these factors into account, I would presume (sorry no time for calculations right now) that the straight curve would likely be the fastest path?
As far as I am aware there is friction, other wise the ball would not be considered rolling, but rather sliding.
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Mathaeus
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by Mathaeus » 02 Sep 2014, 11:11
ChrB wrote:I presume these calculations take place in an ideal space, e.g. there are no friction or wind resistance. Taking these factors into account, I would presume (sorry no time for calculations right now) that the straight curve would likely be the fastest path?
I think it became much more accelerated along first half of cycloid, in another half, all needed is a curve type that doesn't decelerate it too much. By the way, I have to admit I've found a spoiler, just by pasting the question into Google search, so don't even know what's my personal presumption, unfortunately.