Search found 9 matches

by kangd
Sat May 12, 2018 1:11 pm
Forum: General Bullet Physics Support and Feedback
Topic: Restitution dependend on timestep
Replies: 5
Views: 6093

Re: Restitution dependend on timestep

Hello,

I've experienced same issue on Bullet recent version (2.88)

Is there any advanced yet?
by kangd
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: 2979

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?
by kangd
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: 2798

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 ...
by kangd
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: 5978

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...
by kangd
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: 5978

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...
by kangd
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: 5978

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...
by kangd
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: 5978

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...
by kangd
Tue Oct 24, 2017 8:13 pm
Forum: General Bullet Physics Support and Feedback
Topic: how to make performDiscreteCollisionDetection() more fast?
Replies: 3
Views: 3677

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 ...
by kangd
Tue Oct 24, 2017 12:07 pm
Forum: General Bullet Physics Support and Feedback
Topic: how to make performDiscreteCollisionDetection() more fast?
Replies: 3
Views: 3677

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_...