Search found 18 matches
- Sat Nov 07, 2009 2:26 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Articulated systems without featherstone constraint solver
- Replies: 1
- Views: 2428
Articulated systems without featherstone constraint solver
While waiting for the featherstone constraint solver, does anyone have any advice on how to minimize the amount that Bullet constraints 'break' when under force -- in particular, I'm referring to constraints that are attached together in a series (for example an articulated robot arm or robot walker)?
- Tue Aug 25, 2009 1:44 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Advice with articulated bodies
- Replies: 0
- Views: 2034
Advice with articulated bodies
Does anyone have advice on creating articulated bodies? I'm building creatures that are supported by articulated limbs. Limbs therefore support -- in part -- a lot more mass than they themselves contain. I'm using btGeneric6DofConstraints and btRotationalLimitMotors. The constraints get violated ver...
- Tue Aug 04, 2009 11:37 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Simulating dominoes
- Replies: 1
- Views: 3226
Simulating dominoes
Hi everyone, I have a question about simulating dominoes. When I set up a very long line of dominoes, once everything falls, I'm afraid I end up with a massive island where every domino is connected to every other one. Is there any standard methodology to break these into smaller islands, especially...
- Mon Jun 15, 2009 8:44 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Possible heap corruption with 2.75?
- Replies: 4
- Views: 4754
Re: Possible heap corruption with 2.75?
Wow, Pico, thank you so much! That was the problem. My code now appears to be stable on both Linux and Windows with 2.75 rc 3.
Out of curiosity, do you know why removeCollisionObject led to a heap corruption?
Thanks again, that really helped out!
Out of curiosity, do you know why removeCollisionObject led to a heap corruption?
Thanks again, that really helped out!
- Sun Jun 14, 2009 7:15 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Possible heap corruption with 2.75?
- Replies: 4
- Views: 4754
Possible heap corruption with 2.75?
Hi, I recently upgraded to 2.75. With beta1, rc3 and the current version in the repository (r1695), I have had errors with the heap getting corrupted on machines running both Windows and Linux. With 2.73 and 2.74, I haven't had any errors and the code is very stable. Does anyone know of something th...
- Fri May 29, 2009 12:59 am
- Forum: Release Announcements
- Topic: Bullet 2.75 beta1: GPU, SPH fluids preview, new constraints
- Replies: 13
- Views: 95558
Re: Bullet 2.75 beta1: GPU, SPH fluids preview, new constraints
Looking great... can't wait for the reintroduction of split impulse.
Thanks!
Thanks!
- Wed Dec 03, 2008 6:16 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Issues with split impulse
- Replies: 5
- Views: 5267
Re: Issues with split impulse
Hi,
Thanks for the response.
You're right. I checked 2.73 sp1 for stability, but I didn't check for the scenarios where split impulse is needed by my application.
Is there any way to have overlapping objects not carry momentum after they separate (besides using split impulse)?
Thanks again.
Thanks for the response.
You're right. I checked 2.73 sp1 for stability, but I didn't check for the scenarios where split impulse is needed by my application.
Is there any way to have overlapping objects not carry momentum after they separate (besides using split impulse)?
Thanks again.
- Wed Dec 03, 2008 5:07 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Issues with split impulse
- Replies: 5
- Views: 5267
Re: Issues with split impulse
2.73 SP1 fixes this problem.
Thanks!
Thanks!
- Mon Nov 24, 2008 10:25 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Issues with split impulse
- Replies: 5
- Views: 5267
Issues with split impulse
Hello, I've been having some problems with split impulse and stacking objects. I just downloaded 2.73 and ran through the demos featured in "AllDemos". With the split impulse box set to true, things seem to work fine. However, when I modify the demos to use split impulse, the simulation be...
- Tue Nov 18, 2008 10:14 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Change in GIMPACT support?
- Replies: 9
- Views: 7667
Re: Change in GIMPACT support?
Split impulse is a great feature. If you have two objects that overlap, without split impulse, the objects can fly off in different directions (due to the force of the spring used to separate them). With split impulse, once the objects are separated, they don't carry any of the momentum caused by th...
- Thu Nov 13, 2008 11:38 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Change in GIMPACT support?
- Replies: 9
- Views: 7667
Re: Change in GIMPACT support?
I found the source of the problem. The instabilities I'm seeing are caused by splitImpulse. If I set m_dynamicsWorld->getSolverInfo().m_splitImpulse to "true", that causes objects to interpenetrate and act "mushy". As a demonstration, I modified GimpactTestDemo so that it now has...
- Wed Oct 29, 2008 8:35 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Change in GIMPACT support?
- Replies: 9
- Views: 7667
Re: Change in GIMPACT support?
Ah... OK. That makes sense. In my project, I removed libGIMPACT from the libs folder and the link to it in the makefile. [Update] When I run it now, I'm getting the collision detection errors I mentioned in my first post. Trimesh objects are really interpenetrating each other. It reminds me of the b...
- Wed Oct 29, 2008 6:08 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Moving a Dynamic object
- Replies: 4
- Views: 5774
Re: Moving a Dynamic object
I am facing a similar issue. Although, with my project, objects fall from the sky and I would like the user to be able to rotate the objects as they fall. Once the objects collide with the ground or another object, they are then out of the user's control. Is the best way to do this by applying a rot...
- Tue Oct 28, 2008 9:38 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Change in GIMPACT support?
- Replies: 9
- Views: 7667
Change in GIMPACT support?
Hi, I have been using Bullet with Gimpact for collision detection. Up until recently, things have worked really well. But now the version of Bullet in the repository (1422) no longer builds the GIMPACT library (i.e. libGIMPACT.lib or libGIMPACT.a). I tried this on two different machines under both W...
- Fri Oct 17, 2008 6:53 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Problem in Sphere Triangle Collision Algorithm
- Replies: 4
- Views: 4691
Re: Problem in Sphere Triangle Collision Algorithm
Thanks!
I was having this problem, too, but was having a hard time isolating where it was coming from.
I was having this problem, too, but was having a hard time isolating where it was coming from.