Search found 58 matches
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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,...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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). ...
- 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...
- Mon Jul 02, 2007 3:29 am
- Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
- Topic: GDC Tutorial '07
- Replies: 11
- Views: 11746
- 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...