Search found 58 matches

by Eternl Knight
Mon Sep 24, 2007 10:45 pm
Forum: General Bullet Physics Support and Feedback
Topic: Height-Field Bug/Feature
Replies: 7
Views: 4401

Height-Field Bug/Feature

I noticed a "bug" in the height-field collision shape mentioned by someone else in the forums and have been able to reproduce this myself. The problem is (as expected) that the height-field collision shape only checks for collision against the "surface triangles", yet it is actually meant to be a "c...
by Eternl Knight
Sun Sep 16, 2007 5:11 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Intel buys Havok
Replies: 28
Views: 13242

Re: Intel buys Havok

Sorry, but I have to disagree there. Why does GPL mean only hobbyists can contribute? This is nonsense. GPL simply means that the code has to be available to the interested people and prevents stealing code ( taking code of others and selling it as your own idea ). It's a protection and not a hindr...
by Eternl Knight
Thu Sep 13, 2007 1:32 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: soft body solver + ?
Replies: 11
Views: 5440

Re: soft body solver + ?

Well, for the sake of completeness/clarity... btHingeConstraint does not rotate the wheels of a car for you and (as you rightfully mentioned) the 6DOF Constraint is not "officially" part of the Bullet SDK. Nor was the 6Dof constraint out at the time of posting :) I have not yet had time to test the ...
by Eternl Knight
Sat Sep 08, 2007 5:49 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: soft body solver + ?
Replies: 11
Views: 5440

Re: soft body solver + ?

The only thing missing that I am looking for (currently in ODE) are rotational motors for wheels on a vehicle. As I understand it, we can set rotational velocity but not "rotational torque". Other than that, I have to agree with Erwin. Bullet is now pulling ahead of ODE in terms of performance and t...
by Eternl Knight
Tue Aug 21, 2007 10:54 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Multi-Level "Weight" Simulation
Replies: 26
Views: 18428

Two mini-subjects now to respond to.... General Character vs World Simulation: So, assuming I have this correct, there are X steps in your simulation: You simulate the world without the character included You obtain the impulses needed to drive the character in the world from your kinematic model (i...
by Eternl Knight
Tue Aug 21, 2007 3:36 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Multi-Level "Weight" Simulation
Replies: 26
Views: 18428

Erin, Trying to grok how you work things in your engine. If I understand it correctly, the character can apply impulses to the physics world (obviously, otherwise why bother with physics) but the character's "collision" object is not present in the physics world. Is this a correct assumption? If so,...
by Eternl Knight
Thu Aug 02, 2007 8:44 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Julio (Newton author) on physics comparisons/COLLADA Paper
Replies: 17
Views: 25516

I would respond properly to some of your personal (as compared to rational or technical) comments, but as you have been banned from posting - I will refrain from doing so. I will mention my regret that you could not discuss things civilly, because (regardless of my personal issues with you) I believ...
by Eternl Knight
Thu Aug 02, 2007 12:51 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Julio (Newton author) on physics comparisons/COLLADA Paper
Replies: 17
Views: 25516

Julio: Now that we're not interrupting a thread that had nothing to do with this subject - perhaps we can talk through your issues without the anger and/or conspiracy theories. Personally, I think you are not looking at ALL the reasons one may choose another engine over yours. Let's take three well...
by Eternl Knight
Wed Aug 01, 2007 1:21 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Multi SAP
Replies: 22
Views: 32609

Pierre: Thanks for your reply on the SAP details. It is, after all, the reason I was reading the thread :) When you have finished the "same pairs" test (i.e. ensuring that the pairs in your implementation are all covered in the Bullet implementation), could you let us know here. It is something I w...
by Eternl Knight
Wed Aug 01, 2007 8:27 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Julio (Newton author) on physics comparisons/COLLADA Paper
Replies: 17
Views: 25516

I had stayed out of this, because I had HOPED that the original topic would be restored. However, as Julio has decided to force the issue, I will make comment. Julio: Every time I read one of your posts, it is to attack someone either for a perceived slight on your engine or because they have mentio...
by Eternl Knight
Mon Jul 30, 2007 12:48 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Multi-Level "Weight" Simulation
Replies: 26
Views: 18428

Multi-Level "Weight" Simulation

It is a well understood and (for gaming purposes) pretty much unsolved problem that one cannot have large weight ratios in a physics simulation without stability/feasibility issues. The usual "solution" tends to be "squishing" the allowable object weights into a smaller range. Side effects of this a...
by Eternl Knight
Mon Jul 16, 2007 11:43 pm
Forum: General Bullet Physics Support and Feedback
Topic: Question about comparing Bullet and ODE
Replies: 7
Views: 4636

Just to be clear, I would really only use ODE if (a) you need motors or (b) only need simple shape collisions. ODE (while having pretty much stagnated in recent times), has been pretty thoroughly hacked and tested (though the last commercial game I *know* used it is getting on a bit, BloodRayne 2). ...
by Eternl Knight
Fri Jul 13, 2007 5:05 am
Forum: General Bullet Physics Support and Feedback
Topic: Question about comparing Bullet and ODE
Replies: 7
Views: 4636

I'll answer what I can, but a quick browse through the websites of bu\oth Bullet & ODE will give you more information. { 1) thousands of box collision, like a ball breaking a house made in thousands of boxes. } I have found that ODE is "slightly" faster than Bullet in this area, but only because you...
by Eternl Knight
Mon Jul 02, 2007 3:29 am
Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
Topic: GDC Tutorial '07
Replies: 11
Views: 11746

If I am reading it correctly - I believe I3 is the 3x3 identity matrix.

--EK
by Eternl Knight
Fri Jun 29, 2007 1:43 am
Forum: General Bullet Physics Support and Feedback
Topic: Heightfield Support
Replies: 15
Views: 10299

Quick Question: I haven't played too extensively with the height-field at the moment (currently working on code that will allow for "fractal terrains" calculated on the fly). So please don't hammer me if this is obvious in some of the code I haven't looked at... Does the height-field support includ...