Search found 66 matches

by reltham
Wed Jul 30, 2008 8:15 pm
Forum: General Bullet Physics Support and Feedback
Topic: btBvhTriangleMeshShape assert failure
Replies: 2
Views: 2238

Re: btBvhTriangleMeshShape assert failure

I got this one when I have invalid vertex/index data.

Also, how are you creating one?
by reltham
Mon Jul 28, 2008 5:28 pm
Forum: General Bullet Physics Support and Feedback
Topic: Use of btStridingMeshInterface
Replies: 19
Views: 11409

Re: Use of btStridingMeshInterface

FYI, Using FPS as your measuring stick is not the best idea. You should get some timing results.

You can jump from 30 to 60 fps when vsynced by having a timing difference of a fraction of a ms. Even without vsync FPS is still unreliable.
by reltham
Thu Jul 24, 2008 10:36 pm
Forum: General Bullet Physics Support and Feedback
Topic: Scaling btBvhTriangleMeshShape
Replies: 12
Views: 10320

Re: Scaling btBvhTriangleMeshShape

Should I submit this change as is? Or do you have another preferred way?
by reltham
Wed Jul 23, 2008 7:02 pm
Forum: General Bullet Physics Support and Feedback
Topic: Use of btStridingMeshInterface
Replies: 19
Views: 11409

Re: Use of btStridingMeshInterface

Probably a better solution would be to split out the part of InternalProcessAllTriangles that actually does the access to your data and virtualize that bit. Having all of InternalProcessAllTriangles exposed seems wrong to me.
by reltham
Wed Jul 23, 2008 6:57 pm
Forum: General Bullet Physics Support and Feedback
Topic: btDbvtBroadphase::performDiscreteCollisionDetection() perf?
Replies: 5
Views: 3019

Re: btDbvtBroadphase::performDiscreteCollisionDetection() perf?

Okay! I first tried just using your updated files with no changes to my code and it didn't have any effect, it was still 2-3ms per frame (I did wait quite a while after starting to allow for settling if any). However, when I added a call to btCollisionObject->setActivationState(ISLAND_SLEEPING) it w...
by reltham
Wed Jul 23, 2008 1:14 am
Forum: General Bullet Physics Support and Feedback
Topic: btDbvtBroadphase::performDiscreteCollisionDetection() perf?
Replies: 5
Views: 3019

Re: btDbvtBroadphase::performDiscreteCollisionDetection() perf?

Not easily. This is a commercial project. It's an area with ground broken up into tiles, and a bunch of objects sitting on the ground (rocks, trees, houses, etc.) I'm using just btCollisionWorld (no dynamics). The total count of collision objects in the system is around 1200. They are all flagged as...
by reltham
Tue Jul 22, 2008 10:57 pm
Forum: General Bullet Physics Support and Feedback
Topic: btDbvtBroadphase::performDiscreteCollisionDetection() perf?
Replies: 5
Views: 3019

btDbvtBroadphase::performDiscreteCollisionDetection() perf?

My game has around 1200 static collision object in it, and no dynamic objects (we currently use only ray and convex sweep tests). It's just the static world (ground, rocks, trees, etc.). If I call performDiscreteCollisionDetection() while using btDbvtBroadphase, it consumes between 2 and 3 ms. This ...
by reltham
Thu Jul 17, 2008 10:03 pm
Forum: General Bullet Physics Support and Feedback
Topic: Small memory leak in btDbvtBroadphase/btOverlappingPairCache
Replies: 0
Views: 1150

Small memory leak in btDbvtBroadphase/btOverlappingPairCache

I've submited issue 66 to the google code site with an attach zip file containing the fixes need to elimiinate the leak. Details in the issue description.

Roy Eltham
Senior Programmer
SOE | Free Realms
by reltham
Wed Jul 16, 2008 10:22 pm
Forum: General Bullet Physics Support and Feedback
Topic: Scaling btBvhTriangleMeshShape
Replies: 12
Views: 10320

Re: Scaling btBvhTriangleMeshShape

Below are the changed functions in btBvhTriangleMeshShape that I am planning to submit to you. Is this an acceptable way to do it? If so, then I will submit the changed cpp/h files to the google code issue tracker. // if the scale is changed and the bvh was not previosly owned, then this functions w...
by reltham
Wed Jul 16, 2008 9:44 pm
Forum: General Bullet Physics Support and Feedback
Topic: Scaling btBvhTriangleMeshShape
Replies: 12
Views: 10320

Re: Scaling btBvhTriangleMeshShape

Thanks for the quick reply. Just to clarify that last point, the current implementation of setLocalScaling() on btBvhTriangleMeshShape will leak memory if the bvh is not owned by the shape. It allocates a new bvh, but does not change the ownsBvh flag, so the new allocation is never freed. If I under...
by reltham
Wed Jul 16, 2008 8:23 pm
Forum: General Bullet Physics Support and Feedback
Topic: Scaling btBvhTriangleMeshShape
Replies: 12
Views: 10320

Scaling btBvhTriangleMeshShape

Right now when you set the scale of a btBvhTriangleMeshShape it rebuilds the bvh from scratch. Here's my issue. I have a world with many trees that are the same model just instanced around the world and with different scales. As it stands each one has it's own btBvhTriangleMeshShape in order to work...
by reltham
Mon Jul 14, 2008 6:49 pm
Forum: General Bullet Physics Support and Feedback
Topic: btBvhTriangleMeshShape construction speed...
Replies: 1
Views: 1376

btBvhTriangleMeshShape construction speed...

Is there a way to make btBvhTriangleMeshShapes to build faster? I have code loading up was meshes and building btBvhTriangleMeshShapes and it's taking quite a long time (on the order of minutes) for around 5000 total objects.
by reltham
Mon Jul 14, 2008 5:32 pm
Forum: General Bullet Physics Support and Feedback
Topic: Consequences of a 0 margin
Replies: 19
Views: 12908

Re: Consequences of a 0 margin

One problem with using a collision margin is that you always have gaps between objects that should be touching. Like a characters feet not touching the ground, or a box stack with gaps between them. Of course, this depends a lot on your units, since the hard coded default margin is 0.4. This would b...
by reltham
Fri Jul 11, 2008 6:15 pm
Forum: Release Announcements
Topic: Bullet 2.70 beta 1 release, kinematic character controller
Replies: 3
Views: 15476

Re: Bullet 2.70 beta 1 release, kinematic character controller

I synced with SVN version 1202, and the solution file is looking for a vcproj that doesn't exist (using VS8).
appMultiMaterialDemo.vcproj
by reltham
Wed Jul 09, 2008 9:16 pm
Forum: General Bullet Physics Support and Feedback
Topic: Need some help using only Collision in Bullet.
Replies: 5
Views: 3090

Re: Need some help using only Collision in Bullet.

Thanks for the quick reply.

One last question I think, how to I make sure my collision object is considered static? Do I need to set a flag on them or what?

Most of my objects are btBvhTriangleMeshShapes, but I do have several that are btSphereShape and btBoxShape.