Hello,
I've experienced same issue on Bullet recent version (2.88)
Is there any advanced yet?
Search found 9 matches
- Sat May 12, 2018 1:11 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Restitution dependend on timestep
- Replies: 5
- Views: 6128
- Sat May 05, 2018 3:19 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: stepSimulation freezes for large number of multi body objects.
- Replies: 2
- Views: 2981
stepSimulation freezes for large number of multi body objects.
Hello, I am testing multibody object simulation.
I loaded 25 number of 18-DOF robots (13 links) from URDF and put them on the air with no gravity and stepSimulation freezes.
Do you have any suggestion for fixing the problem?
I loaded 25 number of 18-DOF robots (13 links) from URDF and put them on the air with no gravity and stepSimulation freezes.
Do you have any suggestion for fixing the problem?
- Wed Mar 21, 2018 3:50 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: C++ URDF Simulation with Bullet and Custom GUI
- Replies: 0
- Views: 2799
C++ URDF Simulation with Bullet and Custom GUI
Hello, I am trying to build a robotics simulator tool with various backend simulation framework including Bullet. I have my own GUI based on OpenGL written in C++, and I would like to use Bullet multi-body model and solvers, especially modules for URDF files. What would be the best way to do it? (I ...
- Wed Oct 25, 2017 9:41 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: counter-intuitive contact point position (plane & primitive)
- Replies: 6
- Views: 5980
Re: counter-intuitive contact point position (plane & primit
Thank you so much! Your hint has been a great help. I found I can set the number of iteration (for face to face collision) by modifying btDefaultCollisionConfiguration object with setPlaneConvexMultipointIterations() function as I did step-by-step debugging. 5 iteration shows the result what I've wa...
- Wed Oct 25, 2017 5:53 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: counter-intuitive contact point position (plane & primitive)
- Replies: 6
- Views: 5980
Re: counter-intuitive contact point position (plane & primit
thank you very much for explanation. but can you elaborate what "matured" means? Do you mean it needs more steps of simulation (I think it's not the case, because I already tried a number of simulation step)? (should I put dynamcis world for this case? I really need only collision detectio...
- Wed Oct 25, 2017 1:34 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: counter-intuitive contact point position (plane & primitive)
- Replies: 6
- Views: 5980
Re: counter-intuitive contact point position (plane & primit
@drleviathan Thank you so much again for your response. For this task, I only use collision detection not any dynamics. So there's no rattling and also no restitution. Concretely speaking, the situaltion is, there's static plane shaped object (normal = (0, 0, 1), and constant = 0) and I put every pr...
- Tue Oct 24, 2017 10:29 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: counter-intuitive contact point position (plane & primitive)
- Replies: 6
- Views: 5980
counter-intuitive contact point position (plane & primitive)
Hi, I am building a contact simulator with collision detection by bullet physics. As I tested collision between static plane vs primitives (sphere, box, cone, cylinder), I found that position of contact points are counter-intuitive when the surface of plane and surface of primitives are faced. Fox b...
- Tue Oct 24, 2017 8:13 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: how to make performDiscreteCollisionDetection() more fast?
- Replies: 3
- Views: 3680
Re: how to make performDiscreteCollisionDetection() more fas
Thank you so much for your response. 1. I tested with 100 sphere + plane and run time of performDiscreteCollisionDetection(n) seems like linear as you mentioned (it was almost x100 of run time). So I don't think O(1) term is an issue here. 2. Honestly, I wanted to test 8k benchmark on my setup, but ...
- Tue Oct 24, 2017 12:07 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: how to make performDiscreteCollisionDetection() more fast?
- Replies: 3
- Views: 3680
how to make performDiscreteCollisionDetection() more fast?
Hi, currently I am using Bullet physics for collision detection. I created btCollisionWorld with one btStaticPlaneShape object and one btSphere object as follows, collisionConfiguration_ = new btDefaultCollisionConfiguration(); collisionDispatcher_ = new btCollisionDispatcher(collisionConfiguration_...