Search found 171 matches

by Mako_energy02
Tue Apr 03, 2018 10:49 pm
Forum: General Bullet Physics Support and Feedback
Topic: applyForce stops working when btRigidBody does not move for some time
Replies: 3
Views: 1108

Re: applyForce stops working when btRigidBody does not move for some time

The immediate thing that came to mind is object activation. This is intended to be an optimization that allows Bullet to skip objects that don't need processing. It sounds like it's being deactivated, and simply not waking up when you apply the force. You can test this by forcing the activation when...
by Mako_energy02
Sat Sep 16, 2017 11:24 pm
Forum: General Bullet Physics Support and Feedback
Topic: CPU multithreading is working!
Replies: 145
Views: 69269

Re: CPU multithreading is working!

Did you have trouble getting the default task scheduler working? I didn't try. I reviewed the code itself and recalled comments about it that you had made. A combination of needing to move 6+ files, concerns over the interface, the lack of inclusion in the core library, and references to Bullet 3 c...
by Mako_energy02
Fri Sep 15, 2017 12:18 am
Forum: General Bullet Physics Support and Feedback
Topic: CPU multithreading is working!
Replies: 145
Views: 69269

Re: CPU multithreading is working!

The message in the assert was self explanatory when I found it in source. And yes, clearly creating that many threads that often is bad. I do create and destroy threads elsewhere in my engine, but I had greatly underestimated how often btParallelFor is called with this new multi-threaded system. Dep...
by Mako_energy02
Tue Aug 22, 2017 5:44 pm
Forum: General Bullet Physics Support and Feedback
Topic: CPU multithreading is working!
Replies: 145
Views: 69269

Re: CPU multithreading is working!

A few quick clarifications: This only arguably counts, but I did make sure everything worked with the SequentialTaskScheduler prior to writing my own scheduler. I can confirm everything works fine with it. But...it's not multi-threaded. That said, these issues appear to be race conditions. I'll prob...
by Mako_energy02
Sun Aug 20, 2017 12:00 am
Forum: General Bullet Physics Support and Feedback
Topic: CPU multithreading is working!
Replies: 145
Views: 69269

Re: CPU multithreading is working!

A slight progress update with my experiences using the multithreaded stuff. First, I haven't yet gotten around to making a btSoftRigidDynamicsWorldMt class yet. I've only been treating this as a side project to other goals. But...other stuff I've found... I didn't want to use any of the TaskSchedule...
by Mako_energy02
Mon Jul 24, 2017 5:33 am
Forum: General Bullet Physics Support and Feedback
Topic: Building with MinGW/mSYS gcc 7.1.0
Replies: 1
Views: 1452

Re: Building with MinGW/mSYS gcc 7.1.0

A while back I attempted a full build of Bullet from Trunk as well and met a number of errors. I didn't save the results and don't recall explicitly what they were, BUT, I do recall the issues being related to the UI framework chosen by Bullet to show off the demos (GWEN). I tracked down some of the...
by Mako_energy02
Tue Jun 06, 2017 3:02 am
Forum: General Bullet Physics Support and Feedback
Topic: CPU multithreading is working!
Replies: 145
Views: 69269

Re: CPU multithreading is working!

I read through the PR (I hadn't realized it existed until you posted! D:) and it looks like it contains a bunch of QoL improvements. Thanks.

However, a singular thought occurs to me since you opted to create a Multi-threaded (Mt) world class. What about soft bodies?
by Mako_energy02
Wed May 17, 2017 1:48 am
Forum: General Bullet Physics Support and Feedback
Topic: CPU multithreading is working!
Replies: 145
Views: 69269

Re: CPU multithreading is working!

I have recently gotten around to finally try updating Bullet to the latest trunk version and I was looking forward to the multi-threading available as outlined in this thread. However since looking over the instructions (a few posts up) and assessing the work that would need to be done on my part to...
by Mako_energy02
Mon Oct 17, 2016 7:21 pm
Forum: General Bullet Physics Support and Feedback
Topic: CPU multithreading is working!
Replies: 145
Views: 69269

Re: CPU multithreading is working!

Any chance of a pull request to the main repo with the refactored code? I see the old request on the Bullet repo as failing to build, but if this build compiles/works and the actual changes are smaller I don't understand maintaining your own repo for this.
by Mako_energy02
Tue Jun 16, 2015 6:11 pm
Forum: General Bullet Physics Support and Feedback
Topic: OpenCL and Bullet 2.84
Replies: 3
Views: 2384

Re: OpenCL and Bullet 2.84

Like I said, start with the demos for your proof of concept. If you have something in mind that is very different from how the demos use it, then you can probably create a new demo or add to the existing one as a proof of concept and submit it upstream. Just about everyone has considered adding docu...
by Mako_energy02
Tue Jun 16, 2015 3:16 am
Forum: General Bullet Physics Support and Feedback
Topic: OpenCL and Bullet 2.84
Replies: 3
Views: 2384

Re: OpenCL and Bullet 2.84

Oh, hey! I'm one of those guys too! There are literally dozens of us! 1) Seriously though, the OpenCL/GPU support does exist but it's somewhat sparse and not rigorously tested as I understand. I mean...Erwin has tested it in the demos he's made but there aren't a ton of other devs that have tried to...
by Mako_energy02
Tue Nov 25, 2014 8:22 pm
Forum: General Bullet Physics Support and Feedback
Topic: m_worldUserInfo purpose?
Replies: 3
Views: 1762

Re: m_worldUserInfo purpose?

drleviathan nailed it. It's just like the user pointer on collision objects for use with wrappers, imo. The part that is odd to me, is why it's on the btDynamicsWorld world and not the base class (btCollisionWorld).
by Mako_energy02
Fri Jun 20, 2014 1:00 am
Forum: General Bullet Physics Support and Feedback
Topic: Restricting movement of a RigidBody onto an arbitrary plane.
Replies: 6
Views: 3298

Re: Restricting movement of a RigidBody onto an arbitrary pl

By using the transforms taken as parameters to the constraint's constructor More details would be helpful. My understanding of how those transforms work is somewhat limited, specifically in regard to the orientations as I usually leave that part of the transform as identity. What limited details I ...
by Mako_energy02
Thu Jun 19, 2014 10:50 pm
Forum: General Bullet Physics Support and Feedback
Topic: Restricting movement of a RigidBody onto an arbitrary plane.
Replies: 6
Views: 3298

Re: Restricting movement of a RigidBody onto an arbitrary pl

All of this really sounds like a bunch of 6dof constraints to the world frame if the planes of each object intersect with any other planes. If the planes are all parallel (or identical), then you might be looking at this the wrong way. I have a couple concerns with that. Our objects that are moving...
by Mako_energy02
Thu Jun 19, 2014 3:33 am
Forum: General Bullet Physics Support and Feedback
Topic: Restricting movement of a RigidBody onto an arbitrary plane.
Replies: 6
Views: 3298

Restricting movement of a RigidBody onto an arbitrary plane.

I am currently working on a 2.5D game that locks rigid bodies to a plane using the Linear Factor on each rigid body. The issue that comes with using this simple feature is that the plane you can restrict movement to using it has to be axis aligned. As the title says, I want to be able to move object...