Search found 16 matches
- Sun Jul 06, 2008 10:53 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: collision shape binary format
- Replies: 13
- Views: 9536
Re: collision shape binary format
A lot of work, yes. Besides, to share vertex and index buffers we still need to tell Bullet where those buffers are, so "cooking" would not be able to include those buffers. It's a nice thought, but the costs may outweigh the benefits.
- Sun Jul 06, 2008 2:23 am
- Forum: General Bullet Physics Support and Feedback
- Topic: collision shape binary format
- Replies: 13
- Views: 9536
Re: collision shape binary format
Bullet allows you to serialize the BVH data to disk (the equivalent of PhysX cooking). An example can be seen in the ConcaveDemo (ConcavePhysicsDemo.cpp ~line 185). Enjoy :) - Alex If I read the sample code correctly though, we still need to add the vertex and index buffers to the triangle mesh sha...
- Fri Jul 04, 2008 12:17 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: collision shape binary format
- Replies: 13
- Views: 9536
Re: collision shape binary format
Generating the BVH can take some time. I have a 320,000 triangle height map mesh that takes approximately five seconds to generate the BVH. PhysX can "cook" the same mesh in about two seconds, and not require the vertex and index buffers to be reloaded into the shape like Bullet. This is p...
- Fri Jul 04, 2008 12:10 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Getting user data into InternalTickCallback
- Replies: 13
- Views: 10749
Re: Getting user data into InternalTickCallback
Why hack the code? Derive your own world class with the info you want. class MyPhysicsWorld : public btDiscreteDynamicsWorld { public: MyPhysicsWorld(MyPhysicsManager *manager, btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* co...
- Fri Jul 04, 2008 11:46 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Correct way to set a ContactProcessed callback?
- Replies: 3
- Views: 4025
Re: Correct way to set a ContactProcessed callback?
Aside from the debatable semantics of passing a pointer to a function, that is the correct way?
- Thu Jul 03, 2008 6:51 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Correct way to set a ContactProcessed callback?
- Replies: 3
- Views: 4025
Correct way to set a ContactProcessed callback?
Is this the correct way to set a contact processed callback, or is there a proper function to set it?
extern ContactProcessedCallback gContactProcessedCallback;
gContactProcessedCallback = MyContactProcessedCallback;
extern ContactProcessedCallback gContactProcessedCallback;
gContactProcessedCallback = MyContactProcessedCallback;
- Tue Jul 01, 2008 10:08 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: collision shape binary format
- Replies: 13
- Views: 9536
Re: collision shape binary format
There is a binary format for storing a generated BVH, but it does not store the shapes.
- Mon Jun 16, 2008 12:44 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Making Bullet more portable
- Replies: 1
- Views: 2600
Re: Making Bullet more portable
You mean similar to the header already in Extras\BulletMultiThreaded\PlatformDefinitions.h?
- Sat May 24, 2008 11:08 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Custom memory management
- Replies: 8
- Views: 7257
Re: Custom memory management
Thanks for that. Will the SPU-optimized version be available as well, or will that wait for the final release of 2.69?
- Sat May 24, 2008 10:57 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: #include <stddef.h> missing in btalignedallocator.h
- Replies: 2
- Views: 2623
Re: #include <stddef.h> missing in btalignedallocator.h
What compiler are you using?
- Mon May 12, 2008 4:40 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Custom memory management
- Replies: 8
- Views: 7257
Re: Custom memory management
I have revised the custom memory management callbacks to provide two sets of callbacks: aligned and unaligned. I also had to disable profiling (btQuickprof.h) in my local copy. There is a static declaration of CProfileNode that has two pointers to memory that get allocated during runtime using the c...
- Sat May 10, 2008 10:56 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Custom memory management
- Replies: 8
- Views: 7257
Re: Custom memory management
I will revisit the changes taking your comments into account.
- Fri May 09, 2008 5:16 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Custom memory management
- Replies: 8
- Views: 7257
Re: Custom memory management
I also have another fix. We override new and delete in our game code, so including btAlignedObjectArray.h (via btDynamicsCommon.h) causes a redefinition error of the new operator. Commenting out BT_USE_PLACEMENT_NEW causes compile errors in Bullet (placement new is required), so I have the following...
- Fri May 09, 2008 2:15 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Custom memory management
- Replies: 8
- Views: 7257
Re: Custom memory management
I've now implemented functionality to allow the game to optionally provide their own custom memory allocation functions. It retains previous behaviour unless btAlignedAllocSetCustom() is called to provide new functions. You will want to call btAlignedAllocSetCustom() before any other Bullet code is ...
- Thu May 08, 2008 11:15 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Custom memory management
- Replies: 8
- Views: 7257
Custom memory management
Is there a proper way to override the btAlignedAlloc/btAlignedFree with our own memory management? I've seen mentioned in other posts about providing our own stack and pool allocators, but those classes just use btAlignedAlloc anyway.