Search found 8 matches

by Kafu
Mon Dec 15, 2008 1:15 pm
Forum: General Bullet Physics Support and Feedback
Topic: High level parallelism with state buffering
Replies: 9
Views: 7910

Re: High level parallelism with state buffering

See second part of http://code.google.com/p/bullet/issues/detail?id=73 Thanks for the reference. So the only problem seems in btRaycastVehicle ...maybe I'm wrong, but why don't it uses directly getInterpolationWorldTransform() ? I disabled the inner loop update locally because it was reducing my fr...
by Kafu
Tue Dec 02, 2008 4:08 pm
Forum: General Bullet Physics Support and Feedback
Topic: High level parallelism with state buffering
Replies: 9
Views: 7910

Re: High level parallelism with state buffering

Anyway, I would guess that the data has to be duplicated, but you could certainly get away with updating only the non-sleeping parts. I do this by keeping my own list of active objects that I update after every step (I ensure thread-safety with a mutex that locks the whole list, but only for bulk-c...
by Kafu
Tue Dec 02, 2008 2:10 pm
Forum: General Bullet Physics Support and Feedback
Topic: High level parallelism with state buffering
Replies: 9
Views: 7910

Re: High level parallelism with state buffering

I never use the duplicated data for raytests. Only to update my graphics. The execution model that I'm using is based on the fact that every object that is updating needs to see other objects coherently, i.e. in frame i only State(i) is accessible. With such a requirement, are you absolutely sure t...
by Kafu
Tue Dec 02, 2008 1:06 pm
Forum: General Bullet Physics Support and Feedback
Topic: High level parallelism with state buffering
Replies: 9
Views: 7910

Re: High level parallelism with state buffering

I implemented a similar high-level parallelization in my project. Rather than duplicating the whole collision world I just duplicate position/orientation of active bodies (duplicating the whole world seems wasteful). I don't understand how do you use those duplicated data. To call rayTest() you nee...
by Kafu
Mon Dec 01, 2008 11:43 am
Forum: General Bullet Physics Support and Feedback
Topic: High level parallelism with state buffering
Replies: 9
Views: 7910

High level parallelism with state buffering

Hi, I need to implement a double buffering of physics world and I'm searching for some hints. I know that Bullet is multi-threading capable (and thus, I deduce, thread-safe), but I need it from a more high-level point of view. This is what I want to obtain while in frame i -th: A thread, using data ...
by Kafu
Sat Jul 05, 2008 12:20 pm
Forum: General Bullet Physics Support and Feedback
Topic: Question: Simulating water
Replies: 26
Views: 40634

Re: Question: Simulating water

Thanks John, actually I'm working on a simple implementation on an ocean surface. To keep things easy I'm using a simplified particles approach, not sophisticated but - for now - fast and quite acceptable. Actually I'm trying to implement stress tensors (what in "Game Physics Engine Development...
by Kafu
Mon Jun 23, 2008 11:31 am
Forum: General Bullet Physics Support and Feedback
Topic: Question: Simulating water
Replies: 26
Views: 40634

Re: Question: Simulating water

Are there any progresses about the buoyancy demo?