Search found 25 matches

by Digitalghost
Thu Aug 27, 2009 2:45 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Underworld Hockey Club reaches 1.0, open beta
Replies: 2
Views: 3376

Re: Underworld Hockey Club reaches 1.0, open beta

Lil_Margin wrote:Nice, very good game you got there.
i love the brutality in the game trailer :D
PS: the youtube video is funny.
Awesome, thanks!

If you have any criticism, please let me know and I will try to address any issues =)
by Digitalghost
Thu Jul 23, 2009 5:48 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Underworld Hockey Club reaches 1.0, open beta
Replies: 2
Views: 3376

Underworld Hockey Club reaches 1.0, open beta

EDIT: The trailer for 1.0 can be found here: http://www.youtube.com/watch?v=MesFmgu-40M Hey all, In preparation for IGF, Underworld Hockey Club is now in open beta, this means that you do not need to post on the forums to download the beta. Lucifer has decided that the victims in the Underworld have...
by Digitalghost
Thu Jul 09, 2009 5:02 pm
Forum: General Bullet Physics Support and Feedback
Topic: Create several rigid bodies that are disabled at the start
Replies: 2
Views: 1543

Re: Create several rigid bodies that are disabled at the start

Is ... btRigidBody::setActivationState( ISLAND_SLEEPING ); .. what you are looking for? My concern is that the rigid bodies are brand new, so I don't know if they are even part of islands at this point. I'll try setting that and see what happens. I suppose if worst comes to worst, I could run the p...
by Digitalghost
Thu Jul 09, 2009 2:26 am
Forum: General Bullet Physics Support and Feedback
Topic: Create several rigid bodies that are disabled at the start
Replies: 2
Views: 1543

Create several rigid bodies that are disabled at the start

Hey all, I would like to replace a static graphical model with a physics-based representation at runtime based on context (i.e., if the player is going to run into a wall, replace the static geometry with a physics wall made of bricks). The key is that I do not want the rigid bodies to be activated ...
by Digitalghost
Thu Jul 02, 2009 7:04 pm
Forum: General Bullet Physics Support and Feedback
Topic: Performance optimization with btDiscreteDynamicsWorld.cpp
Replies: 4
Views: 2594

Re: Performance optimization with btDiscreteDynamicsWorld.cpp

ola wrote:It's recommended to upload the patch to the issue tracker at http://code.google.com/p/bullet/issues/list.

Great work! :-)
Alright, I submitted a patch for it.

I've been running Underworld Hockey Club for a few days now and I haven't tripped the error condition, so I think it's good to go in.
by Digitalghost
Sun Jun 28, 2009 9:43 pm
Forum: General Bullet Physics Support and Feedback
Topic: Performance optimization with btDiscreteDynamicsWorld.cpp
Replies: 4
Views: 2594

Performance optimization with btDiscreteDynamicsWorld.cpp

After running a profiler I found that a significant amount of processor was spend linearly searching for constraints. Because the constrains are sorted, I replaced the linear search with a binary search. This significantly improved performance. Attached is a patch to address this issue. I included s...
by Digitalghost
Tue Sep 30, 2008 11:32 pm
Forum: General Bullet Physics Support and Feedback
Topic: Memory Leak in ColladaConverter with MeshInterface
Replies: 2
Views: 1696

Re: Memory Leak in ColladaConverter with MeshInterface

Also, in daeErrorHandler.cpp, this code: daeErrorHandler::~daeErrorHandler() { if (_instance != NULL && _default ) { delete _instance; _instance = 0; } } doesn't make sense and causes an infinite loop. It should be this: daeErrorHandler::~daeErrorHandler() { _instance = 0; } The instance is already ...
by Digitalghost
Tue Sep 30, 2008 11:10 pm
Forum: General Bullet Physics Support and Feedback
Topic: Memory Leak in ColladaConverter with MeshInterface
Replies: 2
Views: 1696

Memory Leak in ColladaConverter with MeshInterface

A btTriangleMesh is created to support a btBvhTriangleMeshShape in ColladaConverter. Because ColladaConverter does this "new" itself, it is required to delete the btTriangleMesh. ColladaConverter doesn't delete the triangle mesh, the memory leaks. I don't think that the ColladaConverter should be re...
by Digitalghost
Wed Sep 10, 2008 12:44 am
Forum: General Bullet Physics Support and Feedback
Topic: Memory Leak in ColladaConverter
Replies: 4
Views: 2624

Re: Memory Leak in ColladaConverter

Digitalghost, Thanks for the bug reports. I'm in the process of committing a patch to Bullet that fixes these and others. Would you mind posting the collada file that causes the triangle mesh leaks? I just want to verify that the leak is fixed. Thanks, John Sure, it's here: http://ucfpawn.homelinux...
by Digitalghost
Mon Aug 25, 2008 8:51 pm
Forum: General Bullet Physics Support and Feedback
Topic: Memory Leak in ColladaConverter
Replies: 4
Views: 2624

Re: Memory Leak in ColladaConverter

Found another memory leak. If you export a StaticTriangleMesh from blender with multiple materials, it will create multiple triangles xml tags, one for each material. bullet handles this fine, packing all of the triangles into a single btTriangleMesh, but creates a new TriangleMeshShape for each gro...
by Digitalghost
Mon Aug 25, 2008 7:14 pm
Forum: General Bullet Physics Support and Feedback
Topic: Memory Leak in ColladaConverter
Replies: 4
Views: 2624

Memory Leak in ColladaConverter

If you delete a ColladaConverter or call reset() without manually deregistering all rigid body and constraint info, you can cause a memory leak. To fix this memory leak, change this: ColladaConverter::~ColladaConverter () { if (m_collada) delete m_collada; DAE::cleanup (); m_collada = NULL; m_dom = ...
by Digitalghost
Sun Aug 03, 2008 1:41 am
Forum: Release Announcements
Topic: Bullet 2.70 released: basic kinematic character controller
Replies: 5
Views: 18913

Re: Bullet 2.70 released: basic kinematic character controller

Awesome! Keep up the great work!

I was wondering where the dev team was at with integrating CCD into the main physics loop? I thought I read somewhere that this feature would be out in 2.70?
by Digitalghost
Thu Jul 24, 2008 12:13 am
Forum: General Bullet Physics Support and Feedback
Topic: clone() for rigid bodies & shapes ?
Replies: 13
Views: 5930

Re: clone() for rigid bodies & shapes ?

At a high level, here's how I would like my system to work: 1. Each object type has it's own collada file. At initialization, load one of each object type, using the collada file to create rigid bodies. This one object works as a template. This way, I don't have to load the collada file more than on...
by Digitalghost
Tue Jul 22, 2008 6:53 pm
Forum: General Bullet Physics Support and Feedback
Topic: clone() for rigid bodies & shapes ?
Replies: 13
Views: 5930

Re: clone() for rigid bodies & shapes ?

It is best to re-use collision shapes among several rigid bodies, and not clone/duplicate them. This saves memory and increases performance. So for 100 sword instances, you only need 1 sword collision shape. For btRigidBody there is no clone functionality right now. Thanks, Erwin Thanks for the rep...