Search found 22 matches
- Mon Mar 30, 2015 2:21 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Position-based Elastic Rods [Basic Demo]
- Replies: 4
- Views: 12057
Re: Position-based Elastic Rods [Basic Demo]
Hi mobeen, I cant run your demo. It ways cannot find libiomp5md.lib You probably need "Redistributable libraries of Intel(® C++ Compiler for Windows Update 2" https://software.intel.com/en-us/articles/redistributables-for-intel-parallel-studio-xe-2015-composer-edition-for-windows I can cer...
- Thu Mar 26, 2015 3:12 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Position-based Elastic Rods [Basic Demo]
- Replies: 4
- Views: 12057
Re: Position-based Elastic Rods [Basic Demo]
Thanks,
> More control over the rod would be nice (dragging by mouse etc.)
This was only fast and dirty prototype.
So I have no plans to extend this demo.
> What is you computation time per 1 iteration?
It was pretty fast, of course it is dependent on number of points.
> More control over the rod would be nice (dragging by mouse etc.)
This was only fast and dirty prototype.
So I have no plans to extend this demo.
> What is you computation time per 1 iteration?
It was pretty fast, of course it is dependent on number of points.
- Fri Oct 24, 2014 1:10 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: BVH vs Spatial Hash
- Replies: 1
- Views: 6077
Re: BVH vs Spatial Hash
IMHO spatial hash is better only if you have a lot of independent particles or you have a lot of breaking, tearing...
For deformable bodies BVH is usually better.
Of course this is highly dependent of how BVH and Spatial Hash implemented.
For deformable bodies BVH is usually better.
Of course this is highly dependent of how BVH and Spatial Hash implemented.
- Thu Sep 18, 2014 4:16 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: "Solid Simulation with Oriented Particle" Problem
- Replies: 3
- Views: 8430
Re: "Solid Simulation with Oriented Particle" Problem
So in order to get R, A should be calculated firstly. However, In order to get A, Ai should be calculated firstly(equation 7). But Ai contains the matrix R(such as Asphere and Aellipsoid in equation 8 and 9). This is a deadlock loop procedure. How to solve this problem? I think the point is that fi...
- Mon Sep 15, 2014 5:42 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: "Solid Simulation with Oriented Particle" Problem
- Replies: 3
- Views: 8430
Re: "Solid Simulation with Oriented Particle" Problem
Hi, > 2. For equation (7)and (8), " To compute the moment matrix of a particle with orthonormal oritentation matrix R,........", How to calculate R ? Can someone explain it to me? This is about Generalized Shape Matching so one get R the same way as in Shape Matching by polar decomposition...
- Thu Sep 11, 2014 12:10 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Position-based Elastic Rods [Basic Demo]
- Replies: 4
- Views: 12057
Position-based Elastic Rods [Basic Demo]
Hello, since some one already tried to implement this, here are my first experiment. Time step is set to 1/60 (one step per frame) and solver iteration to 32, for now this can not be changed. There is no self collision detection only simple collision with the ground. I just wanted to make the main c...
- Mon Sep 05, 2011 4:32 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: super-fast triangle-triangle intersection algorithm
- Replies: 10
- Views: 18009
Re: super-fast triangle-triangle intersection algorithm
I finally have time to lock at the code. This is pretty unusual style but this should be not a problem. The problem with Tropp intersection is the it only test if there is a intersection or not. But usually one what to know more for example the segment of intersection. Calculating this after boolean...
- Sat Aug 20, 2011 1:05 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: super-fast triangle-triangle intersection algorithm
- Replies: 10
- Views: 18009
Re: super-fast triangle-triangle intersection algorithm
Well it would be very nice to test the speed in my environment. I would be thankful if you could send it to me. It would be also nice to rip of all of this defines and make the code more modern c++, template based. Have you uses totally different triangles in all 100,000,000 tests, or the same trian...
- Thu Aug 11, 2011 12:21 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: super-fast triangle-triangle intersection algorithm
- Replies: 10
- Views: 18009
Re: super-fast triangle-triangle intersection algorithm
Hello, have you already read this post on Christer Ericson blog ? My brain went out the window when the very first equation in the paper had three variables that appeared out of nowhere and were never described or shown in the illustrations (alpha1, alpha2, Beta-sub-i). You can rewrite this plane ra...
- Thu May 29, 2008 1:20 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: physical audio
- Replies: 23
- Views: 21645
Re: physical audio
Hi Dylan!
This sounds really great!!!
The best way is to allow to selecting any Sound API tough wrapper.
For now it seems that Phya will work only on Windows system.
Will it work on x64 too?
Of course the Mac and Linux support would be great!
regards,
Remotion
This sounds really great!!!
The best way is to allow to selecting any Sound API tough wrapper.
For now it seems that Phya will work only on Windows system.
Will it work on x64 too?
Of course the Mac and Linux support would be great!
regards,
Remotion
- Fri Oct 12, 2007 11:25 am
- Forum: General Bullet Physics Support and Feedback
- Topic: quickstep integration improvements!
- Replies: 9
- Views: 11201
Re: quickstep integration improvements!
Yes of course. This should working now. SSE must work on Win32, Win64, Intel Mac and Linux (Intel CPU). Can someone please test this on Linux? /// This macros are for MSVC and XCode compilers. Remotion. #if _MSC_VER //Visual Studio Win32, Win64 #include <xmmintrin.h> // SSE #include <emmintrin.h> //...
- Thu Oct 11, 2007 1:44 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: quickstep integration improvements!
- Replies: 9
- Views: 11201
Re: quickstep integration improvements!
Yes here is it with btStackAllocator and some other improvements. It seems to work well in my test now. I am also using this class to make beginBlock() , endBlock() more safe! class AutoBlockSa //Remotion: 10.10.2007 { btStackAlloc* stackAlloc; btBlock* saBlock; public: AutoBlockSa(btStackAlloc* sta...
- Wed Oct 10, 2007 6:11 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: quickstep integration improvements!
- Replies: 9
- Views: 11201
Re: quickstep integration improvements!
Thanks btStackAlloc seems to be more suitable for this purpose.
Just wanted to compare default SI solver with quickstep and found this problems.
Sorry probably not, but if then I will post it here.Do you think you have time to look into support for other constraints/joints/motors for quickstep?
Just wanted to compare default SI solver with quickstep and found this problems.
- Wed Oct 10, 2007 5:52 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: quickstep integration improvements!
- Replies: 9
- Views: 11201
Re: quickstep integration improvements!
Hello, Unfortunately there is still a problem with ALLOCA() in SorLcp.cpp witch can cause stack overflow if too many contacts are produced. Probably it must be replaced with btPoolAllocator. I will post code if this will be done. It would be great if we can cover all the various ODE constraints, lim...
- Wed Oct 10, 2007 2:38 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: quickstep integration improvements!
- Replies: 9
- Views: 11201
quickstep integration improvements!
Hello to all. If you enable COMPARE_WITH_QUICKSTEP in appCcdPhysicsDemo and run it then you will get stack overflow Error! The main problem is inside OdeConstraintSolver::solveGroup() function with wastes a lot of memory allocating huge static arrays. I have modified the code to use btAlignedObjectA...