Search found 149 matches
- Wed Dec 17, 2014 7:30 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: CPU multithreading is working!
- Replies: 145
- Views: 1283023
Re: CPU multithreading is working!
I don't usually like to pop-in and interrupt an ongoing discussion I don't think you're interrupting at all. The more the merrier! 2a) yes, just the locks in btThreads use c++11 atomics 2b) yes, just the code in that demo uses TBB for threading I think it's smart to have kept threading out of bulle...
- Tue Dec 16, 2014 11:20 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: CPU multithreading is working!
- Replies: 145
- Views: 1283023
Re: CPU multithreading is working!
I am 99% sure it will, since it now passes muster in msvc/gcc as well as being tested on android/windows/linux. I'm still waiting for D&B to clear us so I can sign on to Apple under my company. Once that happens I'll test mac and ios ... or someone else can take it for a whirl on those platforms...
- Sun Dec 14, 2014 1:51 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Latest Bullet Build for CPU vs GPU ...
- Replies: 2
- Views: 4138
Re: Latest Bullet Build for CPU vs GPU ...
Just ignore the fact that the repository says bullet3 and build as normal. Resulting libraries will be the same you are used to from 2.x (LinearMath, BulletDynamics, BulletCollision, and so on) You can disable building bullet3 at all in CMake using BUILD_BULLET3 (which will appear as a checkbox if y...
- Sun Dec 14, 2014 12:35 am
- Forum: General Bullet Physics Support and Feedback
- Topic: CPU multithreading is working!
- Replies: 145
- Views: 1283023
Re: CPU multithreading is working!
It does run on android arm. tbb was a monster pain until I found that opencv builds it using CMake, so I hijacked that. As to performance, I have no idea. I'll need to take a bit of time, do some instrumenting for systrace and set up a test similar to the demo. When I get around to that I'll be sure...
- Sat Dec 13, 2014 8:21 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: CPU multithreading is working!
- Replies: 145
- Views: 1283023
Re: Why was BulletMultiThreaded thrown out?
set the option called TBB_LIBRARY to the path to the tbb.lib file (should look something like "C:/tbb43_20140724oss/lib/ia32/vc12/tbb.lib") set the option called TBBMALLOC_LIBRARY to the path to the tbbmalloc.lib file (something like "C:/tbb43_20140724oss/lib/ia32/vc12/tbbmalloc.lib&...
- Sat Dec 13, 2014 12:10 am
- Forum: General Bullet Physics Support and Feedback
- Topic: CPU multithreading is working!
- Replies: 145
- Views: 1283023
Re: Why was BulletMultiThreaded thrown out?
It definitely compiles for android. This might completely change what I am able to do in my game. I have a kind of angry birds 3d thing going, where you steer a player into destructible structures. It's not the main game mechanic, but something I dropped in because it's good for a laugh. Not everyth...
- Mon Dec 08, 2014 4:51 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: fuzzyZero assertion error
- Replies: 6
- Views: 11542
Re: fuzzyZero assertion error
Everyone wants documentation but no one actually does any documenting.
First, it would help if you opened the code to the assert. I'm in 2.82 but I assume it's close enough I am seeing the same thing. Are you normalizing a zero vector?
First, it would help if you opened the code to the assert. I'm in 2.82 but I assume it's close enough I am seeing the same thing. Are you normalizing a zero vector?
- Mon Dec 08, 2014 3:25 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Why no rotation after collision?
- Replies: 4
- Views: 5544
Re: Why no rotation after collision?
Either step on its own accomplishes nothing. I had seen code online where people did step 1, but nowhere did I notice step 2. It felt so good to finally see the boxes rotate after spending so long trying to figure this out. There's a wealth of implementation examples that ship with the library. The...
- Fri Dec 05, 2014 1:32 am
- Forum: General Bullet Physics Support and Feedback
- Topic: RigidBodys remain asleep when ground static body is removed
- Replies: 9
- Views: 10916
Re: RigidBodys remain asleep when ground static body is remo
Actually, it's a common misconception that PhysX SDK is only optimized for hardware support ... though it is true that if we are talking about 2.8 it still contains the remnants of Ageia's code. I haven't really worked with 2.x so maybe it is true. 3.x represents a massive refactoring that is highly...
- Thu Dec 04, 2014 11:09 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: RigidBodys remain asleep when ground static body is removed
- Replies: 9
- Views: 10916
Re: RigidBodys remain asleep when ground static body is remo
I don't see it as a bug, but that might just be me. You can always submit a patch, but I would make it an optional behaviour.
You definitely can do what you are doing with PhysX but in terms of Unity's implementation I couldn't say.
You definitely can do what you are doing with PhysX but in terms of Unity's implementation I couldn't say.
- Thu Dec 04, 2014 7:15 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: RigidBodys remain asleep when ground static body is removed
- Replies: 9
- Views: 10916
Re: RigidBodys remain asleep when ground static body is remo
You can win the argument, but you're not going to be closer to the behaviour you require for your simulation :lol: EDIT: Ehhh OK I'll admit re-reading this I look kinda like a jerk. I didn't mean to be a jerk. My point was that removing sleeping bodies from the world is likely not a common use case....
- Thu Dec 04, 2014 1:39 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: RigidBodys remain asleep when ground static body is removed
- Replies: 9
- Views: 10916
Re: RigidBodys remain asleep when ground static body is remo
You are expecting a dynamic reaction from a static object. I am assuming there is no check in the broadphase for changes that require waking up bodies in contact with such an object. That does not surprise me. It's not often the earth disappears from under my feet. The typical scenario is sleeping n...
- Sat Nov 29, 2014 8:08 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: CPU multithreading is working!
- Replies: 145
- Views: 1283023
Re: Why was BulletMultiThreaded thrown out?
I'm cheering you on from the sidelines
- Fri Nov 28, 2014 5:59 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How to get the tangents for a point on a spherical surface?
- Replies: 9
- Views: 11294
Re: How to get the tangents for a point on a spherical surfa
Yeah sorry, I keep forgetting that Bullet doesn't provide a simple rotation operator on btVector3's by btQuaternions. There's an operator overload, and a C-style quatRotate function which just uses the operator overload on the quaternion you pass in. At least in 2.82 there is ... I haven't been usi...
- Wed Nov 26, 2014 2:53 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet Physics Test program crashes
- Replies: 4
- Views: 5979
Re: Bullet Physics Test program crashes
Right I assume there was a reason you downgraded to compile the libs, but if you compile the application with the same gcc version as the libs is the problem still there? Just trying to rule out binary incompatibility as your issue.