Search found 77 matches
- Sat Aug 22, 2015 5:16 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: CPU multithreading is working!
- Replies: 145
- Views: 1290693
Re: CPU multithreading is working!
So did the kinematic get fixed?
- Thu Jan 29, 2015 3:31 am
- Forum: General Bullet Physics Support and Feedback
- Topic: So bullet has a upper speed limit
- Replies: 10
- Views: 25880
Re: So bullet has a upper speed limit
Could it be you are hitting this heuristic check in void btCollisionWorld::updateSingleAabb(btCollisionObject* colObj)? //moving objects should be moderately sized, probably something wrong if not if ( colObj->isStaticObject() || ((maxAabb-minAabb).length2() < btScalar(1e12))) { bp->setAabb(colObj-...
- Fri Jan 23, 2015 2:44 am
- Forum: General Bullet Physics Support and Feedback
- Topic: So bullet has a upper speed limit
- Replies: 10
- Views: 25880
Re: So bullet has a upper speed limit
The galaxy is in it's own realm and each solar system is a separated world planets and stuff are kinematic handled manually by my self I use bullet only to simulate collisions and motions for ships and other game play related object and when traveling inside a single solar system I still need some r...
- Thu Jan 22, 2015 3:15 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: So bullet has a upper speed limit
- Replies: 10
- Views: 25880
Re: So bullet has a upper speed limit
that would require scaling meshes, impacts points when transfering back and forth also i think at this point how well would bullet react with part that have gimpatc meshes of size 0.006 that have like 20 constrain attached would not precision become an issue?
- Wed Jan 21, 2015 7:48 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: So bullet has a upper speed limit
- Replies: 10
- Views: 25880
Re: So bullet has a upper speed limit
tried it in this scenario since we cannot push double precision to the gpu
the renderer cannot give decent result with objects this small
beside the object turn into a kinematic at exacly 60000000.0 of linear velocity almost as if it was a specifically chosen value
the renderer cannot give decent result with objects this small
beside the object turn into a kinematic at exacly 60000000.0 of linear velocity almost as if it was a specifically chosen value
- Wed Jan 21, 2015 3:27 am
- Forum: General Bullet Physics Support and Feedback
- Topic: So bullet has a upper speed limit
- Replies: 10
- Views: 25880
Re: So bullet has a upper speed limit
i'm already using double precision it was already imposed by the constrain of the project http://granyte.blogspot.ca/ increase the linear damping what does it does how does it work I never played with that parameter? also ya I expected some quirk like tunneling at those speed but they are not a issu...
- Tue Jan 20, 2015 9:03 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: So bullet has a upper speed limit
- Replies: 10
- Views: 25880
So bullet has a upper speed limit
I just found out bullet object stall if their linear velocity reach 60000000.0
After they they act just like kinematic and won't ever come back they are like frozen for ever they won't rotate move or anything
any one know why or how to avoid this?
After they they act just like kinematic and won't ever come back they are like frozen for ever they won't rotate move or anything
any one know why or how to avoid this?
- Sat Jan 17, 2015 4:10 am
- Forum: General Bullet Physics Support and Feedback
- Topic: CPU multithreading is working!
- Replies: 145
- Views: 1290693
Re: CPU multithreading is working!
i'll test more my debugger does not tell me more ATM I only get a stack call without any more data it won't even read the method source when I crash EDIT also I was wondering in OpenMP what does schedule(static, 50) mean? I have been converting your classes to the msvc concurrency namespace and I do...
- Thu Jan 15, 2015 1:37 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: CPU multithreading is working!
- Replies: 145
- Views: 1290693
Re: CPU multithreading is working!
raytesting against a gimpact mesh does not seem thread safe i'm getting a crash at
during a call to malloc that's all the informations I have for nowbtConvexPolyhedron::testContainment
- Sat Jan 10, 2015 5:54 am
- Forum: General Bullet Physics Support and Feedback
- Topic: CPU multithreading is working!
- Replies: 145
- Views: 1290693
Re: CPU multithreading is working!
Ok so I have nailed down what could cause a crash
when we don't enable BT_NO_PROFILE sometime two colliding gimpactmesh will cause the profiler to go in an infinite recursion
since I enabeled BT_NO_PROFILE the issue went away
when we don't enable BT_NO_PROFILE sometime two colliding gimpactmesh will cause the profiler to go in an infinite recursion
since I enabeled BT_NO_PROFILE the issue went away
- Wed Jan 07, 2015 5:56 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet Units
- Replies: 5
- Views: 12728
Re: Bullet Units
so if I step my world in 1/60 of a second I should have a match of 1 units/1 second
- Tue Jan 06, 2015 1:45 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet Units
- Replies: 5
- Views: 12728
Re: Bullet Units
Ya but in the case of pure size units it's perfectly reasonable to assume meters. But other units can fit as long as they match what you need. But when talking about acceleration or velocity the the result are in (Bullets unit of scale)/(Bullet unit of time) but how much units of scale does a linear...
- Tue Jan 06, 2015 12:00 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet Units
- Replies: 5
- Views: 12728
Bullet Units
I was wondering how does the rigidbody linear velocity scale.
I mean how many bullet units per second or per ticks does that represent cause currently I have an issue balancing acceleration in my game because of this
I mean how many bullet units per second or per ticks does that represent cause currently I have an issue balancing acceleration in my game because of this
- Sun Dec 28, 2014 5:29 am
- Forum: General Bullet Physics Support and Feedback
- Topic: How are these cross-talking?
- Replies: 2
- Views: 6604
Re: How are these cross-talking?
I recall seeing this some times in the past if i'm right the issues comes from bullet's profiling utility if you compile with the NO_PROFILE flag or something like that it's supposed to work
- Sat Dec 27, 2014 5:56 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: CPU multithreading is working!
- Replies: 145
- Views: 1290693
Re: CPU multithreading is working!
Very nice
I encountered an other issue with the Gimpact mesh where they can send the game in an infinite loop or something like it when two of those are colliding
it does not happen every time i'm trying to get a scenario that reproduce it every time
I encountered an other issue with the Gimpact mesh where they can send the game in an infinite loop or something like it when two of those are colliding
it does not happen every time i'm trying to get a scenario that reproduce it every time