Search found 77 matches

by Granyte
Sat Aug 22, 2015 5:16 pm
Forum: General Bullet Physics Support and Feedback
Topic: CPU multithreading is working!
Replies: 145
Views: 1282828

Re: CPU multithreading is working!

So did the kinematic get fixed?
by Granyte
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: 25481

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-...
by Granyte
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: 25481

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...
by Granyte
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: 25481

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?
by Granyte
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: 25481

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
by Granyte
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: 25481

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...
by Granyte
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: 25481

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?
by Granyte
Sat Jan 17, 2015 4:10 am
Forum: General Bullet Physics Support and Feedback
Topic: CPU multithreading is working!
Replies: 145
Views: 1282828

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...
by Granyte
Thu Jan 15, 2015 1:37 pm
Forum: General Bullet Physics Support and Feedback
Topic: CPU multithreading is working!
Replies: 145
Views: 1282828

Re: CPU multithreading is working!

raytesting against a gimpact mesh does not seem thread safe i'm getting a crash at
btConvexPolyhedron::testContainment
during a call to malloc that's all the informations I have for now
by Granyte
Sat Jan 10, 2015 5:54 am
Forum: General Bullet Physics Support and Feedback
Topic: CPU multithreading is working!
Replies: 145
Views: 1282828

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
by Granyte
Wed Jan 07, 2015 5:56 am
Forum: General Bullet Physics Support and Feedback
Topic: Bullet Units
Replies: 5
Views: 12527

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
by Granyte
Tue Jan 06, 2015 1:45 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet Units
Replies: 5
Views: 12527

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...
by Granyte
Tue Jan 06, 2015 12:00 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet Units
Replies: 5
Views: 12527

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
by Granyte
Sun Dec 28, 2014 5:29 am
Forum: General Bullet Physics Support and Feedback
Topic: How are these cross-talking?
Replies: 2
Views: 6527

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
by Granyte
Sat Dec 27, 2014 5:56 pm
Forum: General Bullet Physics Support and Feedback
Topic: CPU multithreading is working!
Replies: 145
Views: 1282828

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