Sickhead is very busy with work on Torque 3D at this time. Until there is a definitive answer on Torsion for the Mac, I would recommend using another text editor. TIDE is available for free. You can also use any regular editor such as BBEdit or TextEdit, though the debugging features are not implemented. OS: Sierra 10.12+ Processor: x64 architecture with SSE2 Memory: 500 MB RAM Graphics: Metal capable Intel or AMD GPUs Storage: 200 MB available space Additional Notes: Apple officially supported drivers Linux. OS: Ubuntu 16.04 and Ubuntu 18.04 Processor: x64 architecture with SSE2 instruction set support Memory: 500 MB RAM. Select from either zip or installer to download (Mac version currently doesn't have an installer, sorry!) Windows installer: download and run the installer, then run POD.exe to play; Windows.zip file: download and unzip the.zip file, then run POD.exe to play. Mac OS X.zip file: unzip and play.
- Torsion (itch) Mac Os Sierra
- Torsion (itch) Mac Os X
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- Mac Os Versions
- Torsion (itch) Mac Os Catalina
Torsional Deformation
Torque is a moment that twists a structure. Unlike axial loads which produce a uniform, or average, stress over the cross section of the object, a torque creates a distribution of stress over the cross section. To keep things simple, we're going to focus on structures with a circular cross section, often called rods or shafts. When a torque is applied to the structure, it will twist along the long axis of the rod, and its cross section remains circular.
To visualize what I'm talking about, imagine that the cross section of the rod is a clock with just an hour hand. When no torque is applied, the hour hand sits at 12 o'clock. As a torque is applied to the rod, it will twist, and the hour hand will rotate clockwise to a new position (say, 2 o'clock). The angle between 2 o'clock and 12 o'clock is referred to as the angle of twist, and is commonly denoted by the Greek symbol phi. This angle lets us determine the shear strain at any point along the cross section.
Before we get into the details of this equation, it's important to note that because we're only discussing circular cross sections, we've switched from Cartesian coordinates to cylindrical coordinates. That's where the Greek symbol rho came from – it denotes the distance along the cross section, with rho=0 at the center and rho=c at the outer edge of the rod.
We can immediately learn a few things from this equation. The first thing might be obvious: the more angle of twist, the larger the shear strain (denoted by the Greek symbol gamma, as before). Second, and this is the big difference between axial-loaded structures and torque-loaded ones, the shear strain is not uniform along the cross section. It is zero at the center of the twisted rod, and is at a maximum value at the edge of the rod. Finally, the longer the rod, the smaller the shear strain.
So far, we've focused our attention on displacements and strain. To discuss the stress within a twisted rod we need to know how torque and stress relate. Since twist applies a shear strain, we expect that torque will apply a shear stress. The relationship between torque and shear stress is detailed in section 5.2 of your textbook, and it results in the following relation:
In this equation, J denotes the second polar moment of area of the cross section. This is sometimes referred to as the 'second moment of inertia', but since that already has a well-established meaning regarding the dynamic motion of objects, let's not confuse things here. We'll discuss moment's of area in more detail at a later point, but they take on a very simple form for circular cross sections:
(Note: those are both the same equation – solid rods have an inner radius of ci=0).
Now we have equations for our shear strain and our shear stress, all that is left to do is use Hooke's law in shear to see how they are related. Hooke's law lets us write down a nice equation for the angle of twist – a very convenient thing to measure in lab or our in the field.
And, just like we saw for axial displacements, we can use superposition for our shear deformations as well:
This final equation allows us to split up torques applied to different parts of the same structure. Let's work out a problem, and see if we understand what's going on for torsional deformations.
Power Transmission
One of the most common examples of torsion in engineering design is the power generated by transmission shafts. We can quickly understand how twist generates power just by doing a simple dimensional analysis. Power is measured in the unit of Watts [W], and 1 W = 1 N m s-1. At the outset of this section, we noted that torque was a twisting couple, which means that it has units of force times distance, or [N m]. So, by inspection, to generate power with a torque, we need something that occurs with a given frequency f, since frequency has the units of Hertz [Hz] or [s-1]. So, the power per rotation (2*pi) of a circular rod is equal to the applied torque times the frequency of rotation, or:
On the far right hand side of the equation, we've used the relation that angular velocity, denoted by the Greek letter omega, is equal to 2pi times the frequency.
Statically Indeterminate Problems
One equation, two unknowns… we've been down this road before need something else. Although the type of loading and deformation are different, the statically indeterminate problems involving the torsion of rods are approached in the exact same manner as with axially loaded structures. We start with a free body diagram of twisted rod. Take, for example, the rod in the figure below, stuck between two walls.
Immediately upon inspection you should note that the rod is stuck to two walls, when only one would be necessary for static equilibrium. More supports than is necessary: statically indeterminate. And statically indeterminate means, draw a free body diagram, sum the forces in the x-direction, and you'll get one equations with two unknown reaction forces. So, we need to consider our deformations – for torsion, that means let's turn to our equation that describes the superposition of twist angles. For this equation, we should note that half the rod is solid, the other half is hollow, which affects how we calculate J for each half. Most importantly, we need to ask ourselves 'what do we know about the deformation?' Well, since the rod is stuck to the wall at edge, the twist at A and B must be equal to zero (just like the displacement in the last section). See if you can work the rest of this problem out on your own: What is the torque in each half of the rod?
(Answer: Ta=51.7 lb ft & Tb=38.3 lb ft).
Summary
We learned about torque and torsion in this lesson. This different type of loading creates an uneven stress distribution over the cross section of the rod – ranging from zero at the center to its largest value at the edge. From this analysis we can develop relations between the angle of twist at any a point along the rod and the shear strain within the entire rod. Using Hooke's law, we can relate this strain to the stress within the rod. We also used a method of dimensional analysis to determine the power generated by a transmission shaft (i.e. a rod) that spins with a given frequency under an applied torque. Finally, we showed that torsion problems are also often statically indeterminate, and even though the loading and deformation is different, the technique we established in the last section for solving problems with axial loading is the same technique for solving problems with torque loading.
This material is based upon work supported by the National Science Foundation under Grant No. 1454153. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the National Science Foundation.
Game Development Community
by Dan Wolfe· in Torsion· 03/06/2007 (6:36 pm) · 78 replies
Any hint on when we can expect a Mac version? I've got my $40 all set aside and waiting for the release day :)
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07/16/2007 (6:52 pm)
Sweet! Nice setup. Thanks for pursuing this... 08/28/2007 (4:46 pm)
Absolutely beautiful, Tom! 09/22/2007 (12:09 am)
How's the Mac version coming? I'm dying to get my hands on MAC Torsion, keep up the good work Tom. 09/24/2007 (6:33 am)
Can I just add a 'me too!' to DALO's post.I'm busting to give this a try on my mac! :)
09/24/2007 (6:58 am)
Don't forget Torsion 1.1 Final :) 10/12/2007 (3:03 pm)
This is probably annoying, but I wish I had found this discussion earlier. I'd also like to add my encouragement! 10/31/2007 (10:05 pm)
Count me in as one of the people who really wants this. Love Torsion for Windows, but I really want to do all of my primary work on the Mac side. 10/31/2007 (10:27 pm)
Is there a new status about a Mac version? My Macbook Pro is coming in a week and will get my primary dev environment then, just as Jarrod. :-) 11/01/2007 (7:23 am)
Tom posted in another thread that he is working on a wish-list for 1.2, which is the Mac port release. Probably expect more news after 1.1 final comes out 01/16/2008 (4:13 pm)
@Tom: Any info on the awaited and anticipated Mac version? 01/16/2008 (6:51 pm)
Hey,I'll donate $50 dollars if that helps to speed things up......
Torsion (itch) Mac Os Sierra
:-)
01/16/2008 (11:08 pm)
Hey guys.We're in the middle of a huge crunch... as soon as i can ship it i will.
02/18/2008 (4:48 pm)
I would also like to chime in my interest. Within the next two weeks I will finally be making the switch. Glad to hear work is still being done on it. Emulating this tool will work, but integration into the main system is always the better option. :-)
03/06/2008 (9:20 am)
Large leap onto the bandwagon........Mac version????
03/07/2008 (1:45 pm)
A leap I have been trying to make for 3 years. :-) It has greatly multiplied my time, it is such a productive environment! Spaces rocks, the console is simple to use, and force quit does just as it promises. :-) Thanks to X11, I have all the tools I am used to using from linux!Torsion (itch) Mac Os X
I am currently using 10.5.2, 2.4Ghz MacBooks. How about you?03/07/2008 (2:47 pm)
4 Macs, g5, g4, old iBook, MacBookPro 2.0gHz3 win, Dell 660 laptop, hp laptop, Dell dimension 3000
Been on Mac since 1985, have a 512Ke that still works. I design and develop SQL data warehouses to pay the bills and lose sleep doing graphics and game programming. It's a hassle jumping back and forth between platforms because no Torsion on the Mac but it's doable. I was trying to run TGB/Torsion on my MBP using WinXP running in Parallels but TGB does VERY strange things on Parallels. I lose the menu bar and the screen resizes to 640X480 so I'll compile on my Dell and move the whole folder over to Parallels and then Torsion works quite nicely under Parallels.
Finally starting to get the hang of TGB, more along the lines of understanding the hierarchies and engine environment. Be picking up the engine when I start on my real game. I can see I'm going to need to do some of my own classes. Do you compile under X11 or do you use X-Tools on the Mac? Haven't decided which way I'm going to go yet and be nice to have some feedback.
Thanks,
Joe B
03/08/2008 (7:40 am)
I am part of a contest and the timeline made me decide to stay entirely in Torque Script for better or for worse. When I do start doing C/C++ I will most likely use libraries and compilers with X-Tools, I have had good experiences with it in the past. X11 is good, but can be tricky for some to install in order to play your game. I too purchased parallels for the purpose of Torsion but gave up. I will just wait for the mac port. I've been using a simple text editor. Parallels does good for testing.
I have never seen a 512Ke. Up in the attic I have an old Mac Color Classic that was working a year ago. I cleaned up the newspaper offices I worked at several years ago and wound up with a lot of relics, mostly Quadras and Classics. I gave most away. On the day I left, we still had a Quadra running the RIP for our old image setter.
03/08/2008 (8:03 am)
Greg,The only issue I've had with Torsion under Parallels has been getting the initial executable generated. Once that's done and you can point Torsion at it to setup your project then it actually runs pretty well. I use coherence mode with Parallels so Torsion runs in a window by itself. But again, that assumes that you have a way to generate the executable. TGB just plain doesn't run under Parallels. Like I said, the menubar goes away. If there was a keystroke sequence for build project then you could go that route but unfortunately there isn't. I have a couple of windows machines and even though they're slow I just generated the .exe and moved the whole folder over. Then when I'm sitting at work watching the little red SQL ball spin on an hour proc I flip over to my Mac and work on my game with TGB. Since it can point to the same folder as Parallels when I have an issue with code I just quit TGB on the Mac and flip over to Torsion. Works decent but Torsion on the Mac would solve everything.
One other thing. I don't know what you use for artwork/animations but you should check out DAZ Studio. It's free and there is a ton of free content. Now if I could find a good .png stitcher on the Mac I'd be set.
03/09/2008 (9:07 am)
Mac Os Mojave
Gimp, available through X11, is what I use to put png images together. I just set up templates with 'snap-to' guides. Gimp has a file function where you can open an image as a new layer. Once it is on the canvas, I move it to the appropriate place. After a few runs it gets pretty fast.I am going to go check out DAZ. I used to use Bryce back when MetaCreations owned them. Right now I am using blender, which is pretty good and serves its purpose. It can render in orthographic mode which is what I need.
Mac Os Versions
![Versions Versions](https://image.isu.pub/180122093006-8a1259f181162072e14159d273b4fc0a/jpg/page_1.jpg)
03/09/2008 (9:15 pm)
^bump^Torsion (itch) Mac Os Catalina
i severed ties with microsoft shortly after purchasing torsion last year. all my projects have gone the way of qt, which i've found a joy to work with on all platforms save windows. sure do miss torsion and tge, though :)Page«First«Previous1234Next»Last »
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