Search found 6 matches

by bbangerter
Wed Jun 04, 2008 7:51 pm
Forum: General Bullet Physics Support and Feedback
Topic: center of mass not at mesh origin
Replies: 13
Views: 45131

Re: center of mass not at mesh origin

Ultimately if you are rendering an object that is represented in the physics engine, you will (most likely) want your model origin and the physics center of mass to coincide with each other. If they do not you will have to do a center of mass offset translation before doing any rotation/scaling tran...
by bbangerter
Tue May 06, 2008 9:59 pm
Forum: General Bullet Physics Support and Feedback
Topic: saveKinematicState issue
Replies: 1
Views: 3162

saveKinematicState issue

For kinematic objects, btRigidBody::saveKinematicState computes linear and angular velocities based off the the current state of these and the previous state and the timeStep. saveKinematicState makes a call to calculate velocity btTransformUtil::calculateVelocity(m_interpolationWorldTransform,m_wor...
by bbangerter
Thu Apr 10, 2008 6:44 pm
Forum: General Bullet Physics Support and Feedback
Topic: Performance Options
Replies: 7
Views: 5876

Re: Performance Options

Just the default friction and contact constraints are active. I did find another issue though in our own code that was propagating the problem in the physics system. There was another piece of internal code we had that was also doing a fixed time step sort of behavior. While not taking up as much ov...
by bbangerter
Fri Apr 04, 2008 4:39 pm
Forum: General Bullet Physics Support and Feedback
Topic: Performance Options
Replies: 7
Views: 5876

Re: Performance Options

Using the same scenario as above (~1800 objects averaging ~120 active objects) I ended up with ~1600 islands. At it's peak processed islands was ~60 per internalSingleStepSimulation call. If left to settle processed islands was around ~5.
by bbangerter
Thu Apr 03, 2008 11:13 pm
Forum: General Bullet Physics Support and Feedback
Topic: Performance Options
Replies: 7
Views: 5876

Re: Performance Options

For reference this is being done on an Xbox 360. I have seen some references to multi-threaded code for Xbox 360 for bullet, but we are not currently using the multi-threaded code. I added some code to give me a count of active objects by iterating through all the btRigidBody's and checking the isAc...
by bbangerter
Thu Apr 03, 2008 5:00 pm
Forum: General Bullet Physics Support and Feedback
Topic: Performance Options
Replies: 7
Views: 5876

Performance Options

I've been put on a project to do some performance improvements. After fixing several other issues I'm currently stuck with poor performance from the bullet physics engine. I'm just not familiar with the API enough to or collision detection theory in general to know where to begin looking or what par...