Search found 14 matches
- Thu Jul 12, 2012 8:49 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Major contact stability improvement
- Replies: 57
- Views: 89266
Re: Major contact stability improvement
Much better! I'd say with your second patch, it does indeed work. Now, you say we might have a bug in our initialization, and that might be true, because we had to jump throw hoops since we create rigid bodies without collision shapes, and add the shape afterwards. Looking back at our code, we could...
- Thu Jul 12, 2012 5:11 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Major contact stability improvement
- Replies: 57
- Views: 89266
Re: Major contact stability improvement
We've tried to isolate the cause of this... In your patched btDiscreteDynamicsWorld.cpp, you stopped calling (circa line 506): integrateTransforms(timeStep); and seem to have compensated with (circa line 981): body->setWorldTransform(body->getInterpolationWorldTransform()); We have isolated in our c...
- Wed Jul 11, 2012 10:24 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Major contact stability improvement
- Replies: 57
- Views: 89266
Re: Major contact stability improvement
It looks quite promising. It is definitely much more stable, but we are a bit worried about some cases we encountered. First of all, we were are to stack 3 cubes using our application by pushing each sideways almost completely: 3cubes.png We would have assumed that each cube would have tipped, yet t...
- Thu May 24, 2012 8:10 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Major contact stability improvement
- Replies: 57
- Views: 89266
Re: Major contact stability improvement
Not much difference in the end: I still get pretty much the same errors.
I think I'll wait for a full package, if you can make one available...
I think I'll wait for a full package, if you can make one available...
- Thu May 24, 2012 8:00 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Major contact stability improvement
- Replies: 57
- Views: 89266
Re: Major contact stability improvement
Indeed, it does make a smaller patch (see attachment).
Still a little tricky to get to work in our environment, though...
I'm gonna try with the Bullet demos...
Still a little tricky to get to work in our environment, though...
I'm gonna try with the Bullet demos...
- Thu May 24, 2012 7:32 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Major contact stability improvement
- Replies: 57
- Views: 89266
Re: Major contact stability improvement
What version of Bullet are you based on?
- Thu May 24, 2012 7:17 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Stability issue with btBvhTriangleMeshShape
- Replies: 6
- Views: 9911
Re: Stability issue with btBvhTriangleMeshShape
Yep, I see that case is better to collapse contact points.Laurent Coulon wrote: Consider a sphere sitting on a plane. (snip)
Yeah, we're gonna try to get the files you gave to compile... Will keep you posted (on the other thread).Laurent Coulon wrote: this would be fixed if you try the suggested change from my other thread
- Thu May 24, 2012 6:22 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Stability issue with btBvhTriangleMeshShape
- Replies: 6
- Views: 9911
Re: Stability issue with btBvhTriangleMeshShape
Concerning your point 1), I think I agree with you that removing outdated contact points prior to trying to add a new one would help. Only, I peeked at the code, and found that we'd need to change all of the resultOut->refreshContactPoints() to be before the resultOut->addContactPoint(), and there s...
- Thu May 24, 2012 5:17 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Major contact stability improvement
- Replies: 57
- Views: 89266
Re: Major contact stability improvement
I've create a patch file to try it out, only I am having trouble compiling. You seem to have created btVector3::s_zero static member (I assume), but haven't submitted any change to btVector3.h. I am also missing getWorldPosition(), translateWorldPosition(), CF_DISABLE_STATE_CHANGE, etc. And there ar...
- Thu May 24, 2012 4:23 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Major contact stability improvement
- Replies: 57
- Views: 89266
Re: Major contact stability improvement
Can you zip them? Or, if all else fails, zip a patch file?
- Thu May 24, 2012 1:03 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Major contact stability improvement
- Replies: 57
- Views: 89266
Re: Major contact stability improvement
I'm making a game with a lot of sliding pieces, and they are indeed jittering and penetrating the floor. Do you, by any chance, use btBvhTriangleMeshShape for your scene? It might not be your problem, but we've recently worked around some contact point issue that made boxes jitter on a simple floor...
- Wed May 23, 2012 6:21 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Major contact stability improvement
- Replies: 57
- Views: 89266
Re: Major contact stability improvement
I'd be interested in trying your changes.
How high could you stack before, and how much higher can you now reach?
How high could you stack before, and how much higher can you now reach?
- Wed May 23, 2012 5:15 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Stability issue with btBvhTriangleMeshShape
- Replies: 6
- Views: 9911
Re: Stability issue with btBvhTriangleMeshShape
We've isolated the issue further, and have written a quick fix. The problem is that when we add a fifth contact point to the persistent manifold, it will always replace one of the previous 4. Only that replacement can sometimes result in a contact point area that shrinks. Our fix is to compute the c...
- Tue May 22, 2012 10:05 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Stability issue with btBvhTriangleMeshShape
- Replies: 6
- Views: 9911
Stability issue with btBvhTriangleMeshShape
We're using btBvhTriangleMeshShape for the static scene, but it's proving to yield stability issues (Bullet 2.80-rev2531). Take a simple scene: a box for the ground (static), and a smaller dynamic box placed on top of it. Everything is stable when using btBoxShape on both. But if we replace the stat...