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	<title>Real-Time Physics Simulation Forum</title>
	
	<link href="https://pybullet.org/Bullet/phpBB3/index.php" />
	<updated>2015-12-03T20:16:40+00:00</updated>

	<author><name><![CDATA[Real-Time Physics Simulation Forum]]></name></author>
	<id>https://pybullet.org/Bullet/phpBB3/app.php/feed/topic/533</id>

		<entry>
		<author><name><![CDATA[xexuxjy]]></name></author>
		<updated>2015-11-16T14:19:04+00:00</updated>

		<published>2015-11-16T14:19:04+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=36614#p36614</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=36614#p36614"/>
		<title type="html"><![CDATA[Re: Bullet on XNA]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=36614#p36614"><![CDATA[
Have a look at the kinematicCharacterController for a reasonable starting point on going up stairs and the like, though you can spend as much time tweaking that for your game as you can on a new physics engine , or it feels like that at times. Can see why people often cheat and have stairs done as a simple ramp from collision point of view and only draw the stairs for effect <img class="smilies" src="https://pybullet.org/Bullet/phpBB3/images/smilies/icon_smile.gif" width="15" height="15" alt=":)" title="Smile"><br>This is a good read as well on the 'joys' of character controllers :<br><br><a href="http://www.gamedev.net/blog/832/entry-2261013-the-poor-mans-character-controller/" class="postlink">http://www.gamedev.net/blog/832/entry-2 ... ontroller/</a><p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=3043">xexuxjy</a> — Mon Nov 16, 2015 2:19 pm</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[d3x0r]]></name></author>
		<updated>2015-11-16T12:44:37+00:00</updated>

		<published>2015-11-16T12:44:37+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=36613#p36613</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=36613#p36613"/>
		<title type="html"><![CDATA[Re: Bullet on XNA]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=36613#p36613"><![CDATA[
ya turned out I had a couple typos so in one direction with a static box and movable box worked the other way didn't... and sometimes the hash on the first was less than the hash on the second and vice versa... I ended up modifying the sort in both to sort on mass and then object type so I could have them always match; though now that the problem is sorted(solved) I can revert to a simpler test.<br><br>coming along pretty well <img class="smilies" src="https://pybullet.org/Bullet/phpBB3/images/smilies/icon_smile.gif" width="15" height="15" alt=":)" title="Smile"> <br><br>Enough to start implementing it into the display engine... almost...<br><br>I was wondering; how are stairs handled?  Is it just typical to use a capsule for a player and the rounded bottom automatically goes up?  What if I have exceedingly large steps?<br><br>edit: originally was coming back to search forum for 'stairs' since a google search similarly returned less than useful information... I have a good idea of where to look now<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=9738">d3x0r</a> — Mon Nov 16, 2015 12:44 pm</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[xexuxjy]]></name></author>
		<updated>2015-11-16T11:47:27+00:00</updated>

		<published>2015-11-16T11:47:27+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=36612#p36612</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=36612#p36612"/>
		<title type="html"><![CDATA[Re: Bullet on XNA]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=36612#p36612"><![CDATA[
I avoided unsafe as at the time I wanted it to work on the 360 as well, so unsafe wasn't an option. Was very tempted at times to try with a separate unsafe branch as well though.<br>Surprised that the hash is showing up with occasional randoms, internalAddPair should swap proxy0 and proxy1 if necessary to enforce consistent ordering.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=3043">xexuxjy</a> — Mon Nov 16, 2015 11:47 am</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[d3x0r]]></name></author>
		<updated>2015-11-14T04:46:15+00:00</updated>

		<published>2015-11-14T04:46:15+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=36600#p36600</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=36600#p36600"/>
		<title type="html"><![CDATA[Re: Bullet on XNA]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=36600#p36600"><![CDATA[
re: Interfaces to track structs; I was wrong.  Unfortunately casting a struct to its interface makes a unique boxed instance of the value-type.  <br><br>really trying very hard to not leverage 'unsafe'.<br><br>Oh and C++ (using vs2015) ends up allowing -0 which is reresentable with floats/double format as 0x80000000 ... I fixed most issues by changing invert (unary negative operator) to return 0-vector.X instead of just -vector.X (C++).  but the predicted transform and interpolated transforms still end up with -0's.  All other decimals are tracking now... working on compound bodies.<br><br>Not sure why there's not just a simple utility function in btCompoundShape::setCenterOfMass() which can automatically just go through all attached shapes and apply a translate to them... (keeping an additional m_centerOfMass vector to apply relative deltas) But I've added it to mine for future use.<br><br>Edit: I'm also getting a really strange effect; every once in a while a box falling on another static box throws the first very quickly very far away.  It's really bizaare since I"m certian there's nothing uninitalized given C# nature of things... I'm testing with an always-constant time step... the setup of the world is competed before doing a tick on a frame... hard to see anything that would cause a 'sometimes' behavior... it's not like 'random' is used.  very strange.<br><br>Edit2 : There is something random; GetHashCode() used in sorting objects in the HashedBroadphase PairCache... (moved away from integer offsets in favor of the address of the object itself)  Every so often the two objects are reversed.... <br>Collision result is different if proxy0 is a static cube and proxy1 is a dynamic cube vs proxy0 being a dynamic cube and proxy1 being a static cube.   The launching velocity resulting impulse was because of a porting error... but now when it lands one way it lands square and stays; the other way the cube lands and rotates slightly.  Still have to reverse the test in bullet native to see if it's true.  It doesn't matter which way the ID's are compared as long as they are always compared the same in find/add and remove.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=9738">d3x0r</a> — Sat Nov 14, 2015 4:46 am</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[d3x0r]]></name></author>
		<updated>2015-12-03T20:16:40+00:00</updated>

		<published>2015-11-06T07:15:26+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=36565#p36565</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=36565#p36565"/>
		<title type="html"><![CDATA[Re: Bullet on XNA]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=36565#p36565"><![CDATA[
<blockquote class="uncited"><div>Would be interesting to look at the conversion of operators to methods, wasn't particularly aware at the time of the performance differences for them. Does move a bit away from trying to make things 'match' the c++ bullet code but would be worth it.</div></blockquote>Array's are always range checked also; moving away from arrays is another performance boost.  <br>I started to make some unit-test sort of things; but when I checked the same code for this version vs current git version; found they diverged significantly quickly.  the basic solver loop has changed significantly.  (even things like gravity are applied in a different place... the same drop from 50 at the same frame it should have it (height 1) XNA still had the cube at 3.5 something... first checked defaults like gravity and they were the same; but tracking back where gravity was applied found the code was significantly different between 2012/13 and now.<br><br>My current port matches pretty well... but trying to make it more exact (after 211 frames of 300 it starts to diverge... should enable debug drawing so I can see what they think. It's not in a repository of its own; but the WIP is at -deleted-; when I get it closer to bullet original behavior I'll make a separate repo for it... I wish there was a low-impact way to make a btScalar sort of type to switch between float/double; though can pretty much do a project-wide find/replace for double-&gt;float.  <br><br>I know that support vertexes are used for GJK sort of calculations... but are you familiar with what 'support vertex' really means?   Such as... the convex-static plane constraint algorithm finds basically one corner of a cube that hits a surface, which ends up applying all correction force at that point... which results in the origin being able to go 40% into the plane before it settles out... (a 2x2x2 cube with center 1,1,1 goes to 0.62 before resolving entirely... and it stays that deep for 4 or 5 processing frames)  It's more work certainly, but finding all points that penetrated and doing a weighted average of those ( weighted by depth) as a resulting point I would think would make more sense; but then that would probably have to be a different calculation than what local support is returning?  my test-001 is a cube that falls from fairly high onto a flat plane... so the cube would actually hit the ground face-down and in a mathematically perfect should bounce straight back up; picking a single corner of course results in a more 'real' result because a cube (a die) would never hit face down because of air disturbances etc... but; it's also not a good place to apply the correction impulse.  <br><br>There's also a large amount of code that I haven't had to touch at all for a basic simulation; or for the core system... where do I find more information on what 'featherstone' and 'gimpact' and 'MLCPSolvers' are for? (oh guess I should do more searching <a href="http://box2d.org/files/GDC2014/ErwinCoumans_ExploringMLCPSolversAndFeatherstone.pdf" class="postlink">http://box2d.org/files/GDC2014/ErwinCou ... rstone.pdf</a> for instance answers those things)<br><br>Sorry I'm just kinda rambling a little <img class="smilies" src="https://pybullet.org/Bullet/phpBB3/images/smilies/icon_smile.gif" width="15" height="15" alt=":)" title="Smile">  I guess visual feedback would be nice.<br>Test 2 is a sphere dropping - it doesn't penetrate as much<br>test 3 is a box dropping, but a sphere sitting on the ground where it would hit first (0.25,0.25 offset from center with bodies of radius/halfextent 1)<br>test 4 is the sphere dropping... <br>I dunno maybe I shouldn't worry about the few decimal points of difference for now and move on to testing things like hinges<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=9738">d3x0r</a> — Fri Nov 06, 2015 7:15 am</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[xexuxjy]]></name></author>
		<updated>2015-10-21T15:32:25+00:00</updated>

		<published>2015-10-21T15:32:25+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=36483#p36483</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=36483#p36483"/>
		<title type="html"><![CDATA[Re: Bullet on XNA]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=36483#p36483"><![CDATA[
No particular reason for lack of softbody work - just didn't get round to it at the time. <br>Would be interesting to look at the conversion of operators to methods, wasn't particularly aware at the time of the performance differences for them. Does move a bit away from trying to make things 'match' the c++ bullet code but would be worth it.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=3043">xexuxjy</a> — Wed Oct 21, 2015 3:32 pm</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[d3x0r]]></name></author>
		<updated>2015-10-20T06:57:29+00:00</updated>

		<published>2015-10-20T06:57:29+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=36476#p36476</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=36476#p36476"/>
		<title type="html"><![CDATA[Re: Bullet on XNA]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=36476#p36476"><![CDATA[
So... is the freeze on soft bodies because they keep btVector3&amp; 's? or in your case IndexedVertex3...<br><br>You know you can add an interface IIndexVector3 which supplies all the methods (except the operators) and use that to keep a reference to a struct?<br><br>Have to change operators to methods; which I highly recommend anyway because even the latest JIT doesn't do well optimizing operators.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=9738">d3x0r</a> — Tue Oct 20, 2015 6:57 am</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[ElijahNomad]]></name></author>
		<updated>2011-05-03T01:02:09+00:00</updated>

		<published>2011-05-03T01:02:09+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=23314#p23314</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=23314#p23314"/>
		<title type="html"><![CDATA[Re: Bullet on XNA]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=23314#p23314"><![CDATA[
Who is currently coordinating the development of the managed version of the C# version of Bullet PE. Do to my need and love of the engine, I would like to invest my time bringing this project back to life. Please contact me if you would like to collaborate.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=5356">ElijahNomad</a> — Tue May 03, 2011 1:02 am</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[teravus]]></name></author>
		<updated>2011-04-07T07:06:07+00:00</updated>

		<published>2011-04-07T07:06:07+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=22951#p22951</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=22951#p22951"/>
		<title type="html"><![CDATA[Re: Bullet on XNA]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=22951#p22951"><![CDATA[
Just a FYI, it seems to work with monoxna if you hack out the XNA references in the csproj files.<br><a href="http://code.google.com/p/monoxna/" class="postlink">http://code.google.com/p/monoxna/</a><br>Mind you, I compiled a 'lite' version monoxna with just the classes needed for bullet-xna.<br><br>I've put in a few bug reports on the google code page.   <br><br>Issue 1:Collision with the HeightfieldTerrainShape and CapsuleShapeZ objects never clears, <br><br>Issue 2:Missing GImpactMeshShape and GImpactCollisionAlgorithm, <br><br>Issue 3:CollisionObject missing function "Vector3 GetInterpolationLinearVelocity(void)"<br><br>I also supplied a patch to issue 3.    <br><br>(FYI)I wrote an Object Oriented C# binding to the native bullet ages ago based on the bullet API that had most things implemented but it was extremely tough to use in C# because it implemented IDisposable.     I'm using the programs that I wrote with that to compare against BulletXNA.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=5638">teravus</a> — Thu Apr 07, 2011 7:06 am</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[anthrax11]]></name></author>
		<updated>2011-03-26T23:33:17+00:00</updated>

		<published>2011-03-26T23:33:17+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=22735#p22735</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=22735#p22735"/>
		<title type="html"><![CDATA[Re: Bullet on XNA]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=22735#p22735"><![CDATA[
Awesome! I'll try it and see if I can contribute something, maybe even softbodies.<br><br>I wonder if there is any reasonable way to make this compatible with other libraries like OpentTK since a fully managed Bullet would be very appealing to Linux/Mono/OpenGL developers.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=6362">anthrax11</a> — Sat Mar 26, 2011 11:33 pm</p><hr />
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