I am not a big expert in Bullet but currently the main differences I see is that ReactPhysics3D does not support Triangular Meshes (I'm working on it), Continuous Collision Detection and Soft bodies.
Best regards
Search found 28 matches
- Wed Jul 15, 2015 6:43 am
- Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
- Topic: ReactPhysics3D - 3D Physics engine in C++
- Replies: 2
- Views: 38346
- Wed Apr 08, 2015 9:00 am
- Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
- Topic: My 2015 links
- Replies: 3
- Views: 35314
Re: My 2015 links
Thanks a lot Pierre for releasing the code of PEEL.
I also think that an official repository would be a good idea.
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Daniel Chappuis
Switzerland
I also think that an official repository would be a good idea.
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Daniel Chappuis
Switzerland
- Wed Mar 25, 2015 10:08 pm
- Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
- Topic: ReactPhysics3D - 3D Physics engine in C++
- Replies: 2
- Views: 38346
ReactPhysics3D - 3D Physics engine in C++
Hi everyone, I have been around on this forum for quite a while to learn about physics programming. I think it's now time to also share something. This is the project I am working on for some time now. It is called ReactPhysics3D. ReactPhysics3D is an open source 3D physics engine library written in...
- Wed Nov 13, 2013 7:16 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Constraints Derivation for Rigid Body Simulation in 3D
- Replies: 2
- Views: 9806
Re: Constraints Derivation for Rigid Body Simulation in 3D
I noticed that your slider joint contains the Jacobian of: [-t, -((r1 + u) x t), t, (r2 x t)] Although a valid jacobian one body is not getting any recognition of the u vector. Since the angular terms aren't symmetric the Jacobian is basically assuming that one of the bodies doesn't change orientat...
- Tue Nov 12, 2013 10:52 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Constraints Derivation for Rigid Body Simulation in 3D
- Replies: 2
- Views: 9806
Constraints Derivation for Rigid Body Simulation in 3D
Hello. I have been using this forum for many years now and I have learned so many things here. Now, it's my turn to share. During the development of my 3D physics library, I had to model different constraints like contacts, friction and some joints between rigid bodies. I'm using a Sequential Impuls...
- Wed May 29, 2013 6:33 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Hinge constraint
- Replies: 11
- Views: 18448
Re: Hinge constraint
Ok thanks. For the moment I solve a block for the linear constraints and another block for the angular constraints. So at most, I have to solve a 3x3 system. I handle the limits and motor separately. If you run a block solver on a mechanic system like a ragdoll I somewhere read years ago that this i...
- Tue May 28, 2013 9:46 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Hinge constraint
- Replies: 11
- Views: 18448
Re: Hinge constraint
Thanks for your answer Dirk ! When you say : The usual problem is that the linear and angular constraints are fighting each other. We have this issue in both situations (solving the constraints by block or individually) right ? I have read that in some situations, it is better to solve the constrain...
- Mon May 27, 2013 9:57 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Hinge constraint
- Replies: 11
- Views: 18448
Re: Hinge constraint
Why is it better to solve the two constraints separately and not at the same time where K would be a 2x2 matrix ?Dirk Gregorius wrote:Note that for solving this you handle each constraint separately. So for a hinge I would suggest solving C1 followed by C2 and finally solve a 3x3 point-to-point constraint.
- Thu Jan 03, 2013 4:56 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Multiplication by time step in Sequential Impulses
- Replies: 4
- Views: 9755
Re: Multiplication by time step in Sequential Impulses
Ok I see. It makes much more sense that way
Thanks a lot Dirk !
Thanks a lot Dirk !
- Thu Jan 03, 2013 10:11 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Multiplication by time step in Sequential Impulses
- Replies: 4
- Views: 9755
Multiplication by time step in Sequential Impulses
Hello, I am studying the Sequential Impulse theory for rigid bodies simulation using the slides of Erin Catto from GDC 2009 . At the slide 52, it is written that the impulse P is equal to the Force F times the time step h : P = h F with the force : F = J^T lambda Then, at slide 53, it is written tha...
- Sun Dec 02, 2012 7:11 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: How is the Persistent Manifold Area computed in Bullet ?
- Replies: 4
- Views: 9126
Re: How is the Persistent Manifold Area computed in Bullet ?
Thanks a lot for your answer, I didn't know this formula. According to the Wikipedia page, this formula is used to compute the area of a convex quadrilateral ABCD using the cross product AC^BD where AC and BD are the two diagonals of the quadrilateral. However, I am not sure I understand why we are ...
- Fri Nov 30, 2012 12:46 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: How is the Persistent Manifold Area computed in Bullet ?
- Replies: 4
- Views: 9126
How is the Persistent Manifold Area computed in Bullet ?
Hello, I am studying the implementation of the persistent contact manifold in Bullet in the file btPersistentManifold.cpp . At some point, if the contact cache is full, we want to keep the new contact point, the contact point with the deepest penetration depth and then, we choose the points that max...
- Fri Jun 08, 2012 10:27 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Cloth collision detection-What is the currnt stateof the art
- Replies: 12
- Views: 22241
Re: Cloth collision detection-What is the currnt stateof the
There is also the method : Optimized Spatial Hashing for Collision Detection of Deformable Objects that is used in Position Based Dynamics for cloth simulation.
- Sun Aug 08, 2010 11:14 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: General strategie of a physics engine for contact generation
- Replies: 4
- Views: 5799
Re: General strategie of a physics engine for contact genera
Ok I understand. Thank you.
- Sun Aug 08, 2010 6:09 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: General strategie of a physics engine for contact generation
- Replies: 4
- Views: 5799
Re: General strategie of a physics engine for contact genera
Ok thank you very much for your answer. There is something I don't understand : Why bullet uses both alternatives. For instance bullet uses GJK algorithm (alternative 1) but also a special box-box collision algorithm (alternative 2). Why ? Is it possible to use only GJK algorithm to compute the cont...