Search found 41 matches

by crashlander
Thu Dec 14, 2006 12:45 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Creating Stiff Angular Springs
Replies: 19
Views: 13774

Sounds like exactly what I want. I will take a look.
by crashlander
Wed Dec 13, 2006 11:48 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Creating Stiff Angular Springs
Replies: 19
Views: 13774

Creating Stiff Angular Springs

I'm trying to implement some of the techniques layed out in this paper on Interactive Dynamics: http://www.cs.ubc.ca/~van/papers/skistunt.pdf I have a working 2D physics engine based off Erin Cattos Box2D code. (The updated version with the split impulses). I'm having trouble implementing angular da...
by crashlander
Mon Dec 11, 2006 12:28 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Sequential Impulses Causing To Much Bounce
Replies: 2
Views: 4479

I fixed the problem. It was a bug introduced when swithing my code from Erin's orginal code to the new split impulse method. All fixed now and working great. btw, for anyone interested here is a game created by someone that is using my free 2d engine. (This game doesn't have the fix yet.) http://xbo...
by crashlander
Sat Dec 09, 2006 1:40 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Sequential Impulses Causing To Much Bounce
Replies: 2
Views: 4479

Sequential Impulses Causing To Much Bounce

I have a 2D physics engine based on Erin Catto's 'Fast and Simple Physics using Sequential Impulses Paper' I'm experiencing what seems to be too much "bounce" from my rigid bodies. Is this to be expected using using this technique? Or, do I have a bug to track down. An example: I have a cube that is...
by crashlander
Tue Sep 26, 2006 11:15 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet on XNA
Replies: 61
Views: 144738

A fully managed C#/XNA version of Bullet would be great!
by crashlander
Mon Sep 11, 2006 5:40 pm
Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
Topic: 2D Collison Response (Guendelman vs. Catto)
Replies: 2
Views: 4057

No, I have not implemented joints (from either papers) yet. I'm mostly interested in using my engine for games, so if Erin's collision response technique is more performant, then I'll probably just stick with it.

I will most likely use the Joint system from Box2D as well.
by crashlander
Mon Sep 11, 2006 2:55 am
Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
Topic: 2D Collison Response (Guendelman vs. Catto)
Replies: 2
Views: 4057

2D Collison Response (Guendelman vs. Catto)

I've implemented a 2D rigid body system that supports convex polygon collision detection. Its collision detection uses a Distance Grid similar to that discussed in the 'Nonconvex Rigid Bodies with Stacking' paper by Guendelman For the collision response, I've implemented Erin Cattos Impulse based sy...
by crashlander
Wed Jul 12, 2006 12:04 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Extending Box2D Concepts to Polygon2D
Replies: 4
Views: 4279

Ok, that's kinda the idea i had for contactID's Seems pretty straight forward.

Thanks for the info on the weighting. I saw that code but didn't realize that was what you meant by weighting. Makes sense now.
by crashlander
Tue Jul 11, 2006 3:31 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Extending Box2D Concepts to Polygon2D
Replies: 4
Views: 4279

Hi Erin, thanks for the response. I've started digging into this and still have some small questions. For box/box I can see how the contactId can be made up of the two edge numbers that produce the verts, but with poly-poly, the clipping will most likely not be done by an edge of the poly but rather...
by crashlander
Sat Jul 01, 2006 1:15 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Extending Box2D Concepts to Polygon2D
Replies: 4
Views: 4279

Extending Box2D Concepts to Polygon2D

In Erin Catto's paper: 'Fast and Simple Physics using Sequential Impulses', he uses boxes. I am interested in extending this to 2d convex polygons with more than 4 sides for a simple 2d physics engine I'm developing. I've read through the code and understand it all for the most part. However, I'm lo...
by crashlander
Sat Apr 08, 2006 12:09 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: 2D Collision Detection Using Distance Maps
Replies: 1
Views: 4818

2D Collision Detection Using Distance Maps

I'm looking for thoughts people have on implementing the 'Nonconvex Rigid Bodies with Stacking' paper in 2D. I'm considering using the 2D equivalent of both the collision detection and collision response. The collision response seems like it would transfer well to 2D. I"m less sure of how the paper'...