Search found 4221 matches
- Tue Jan 03, 2006 8:28 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: spherical / cylindrical heightfields and collision detection
- Replies: 2
- Views: 6289
spherical / cylindrical heightfields and collision detection
Static planar heightfields are fairly popular in collision detection. However you can extend this idea for convex-convex collision detection/penetration depth using cylindrical or spherical heightfields. Kind of the 2D version of signed distance maps. Signed distance maps require 2 representations, ...
- Tue Jan 03, 2006 8:25 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Special handling for sliding along interior edges of a mesh?
- Replies: 1
- Views: 4719
Special handling for sliding along interior edges of a mesh?
When dealing with static geometry, artifacts can happen when sliding over borders between triangles. Do people have special code to mark interior edges? Convex decomposition? Special ways of keeping contact points persistent from one triangle to the next?
- Mon Jan 02, 2006 7:52 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Happy 2006 and new Bullet update
- Replies: 0
- Views: 3878
Happy 2006 and new Bullet update
First of all, wish you all a happy new year. 2006 will be a very exciting year with the Playstation 3, Ageia PhysX and Havok GPU physics coming out. The updated version of Bullet has bounding volume hierarchies, with GPU in mind. It features stackless traversal. See this topic on gpgpu.org: http://w...
- Mon Jan 02, 2006 4:46 am
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Bugfixes Game Blender with Bullet (update: fixed link)
- Replies: 2
- Views: 6081
Bugfixes Game Blender with Bullet (update: fixed link)
New bugfixes. Please check this win32 build: http://www.continuousphysics.com/ftp/pub/test/blender/blender241.zip 1. Ray sensor is broken 2. Force doesn't work. 4. Cannot use python function setPosition(), doesn't do anything 5. Using end object actuator will cause blender to close (on some rare oca...
- Mon Jan 02, 2006 2:32 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Trouble with BulletOde
- Replies: 1
- Views: 4930
Hi Jan, Thanks for the feedback. BulletOde is not very robust for large size-ratios. Partly this is due to the implementation, and partly due to the nature of the sub-distance algorithm (innerloop replacement of Johnson within GJK). There are are couple of options to check out, and I will have a loo...
- Sat Dec 31, 2005 7:21 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Mousetrap Ball Physics
- Replies: 6
- Views: 12709
I fixed a couple of things in Bullet-Blender integration. Hooked up the 'formfactor' (an inertia tweak), friction, restitution, and some scaling related things. However, the rounded ramp really doesn't have a proper slope in the corner. Please try to fix the artwork, it should roll much better. Try ...
- Sat Dec 31, 2005 7:47 am
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Mousetrap Ball Physics
- Replies: 6
- Views: 12709
fobsta, I had a brief look at the demo and it looks great fun! One thing, scaling is not really supported properly, so you better apply the 'size', especially for dynamic objects. Can you try this Blender 2.41 build, it has a few small fixes, like add/remove object support, hopefully more stable and...
- Fri Dec 30, 2005 8:15 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Triangle Mesh Optimizations
- Replies: 2
- Views: 6128
A bounding volume hierarchy has been added to cvs today and the bullet source archive has been updated. Please let me know if this works for you. The vc7/vc8 projectfiles have been updated, if you use vc6 please add a few files from the Bullet/CollisionShapes folder: BvhTriangleMeshShape.cpp Optimiz...
- Fri Dec 30, 2005 2:38 am
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Mousetrap Ball Physics
- Replies: 6
- Views: 12709
Re: Ball motion improvements
I've tested various parameters. You should first switch from Bullet physics to Sumo physics in the World parameters tab. Nope. Sumo is obsolete, and will be removed in one of the future releases once Bullet has been hooked up properly. I will have a look at the scene and fix it, together with some ...
- Thu Dec 29, 2005 12:29 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: body-body time of impact
- Replies: 4
- Views: 7549
3) So after the many-object (broadphase + hierarchies) the problem reduces to either 1 static triangle versus dynamic bounding primitive or dynamic bounding versus dynamic bounding? Dynamic triangle-triangle is the final test. I'm surprised that dynamic triangle-triangle is the final test. Real-tim...
- Wed Dec 28, 2005 6:18 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: body-body time of impact
- Replies: 4
- Views: 7549
Initially I worked with spheres, but that lasted only until I came upon Dave Eberly's Wild Magic code. I've debugged, optimized, and extended some of the collision detection code. I've provided it all to Eberly and some has been added to the main code base. The portions I use handle triangle meshes...
- Wed Dec 28, 2005 6:09 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Meqon continuous collision not using sweep nor 4D algo??
- Replies: 5
- Views: 9300
Re: Meqon continuous collision not using sweep nor 4D algo??
... and what would be considered better results than collision response at the first time of impact? The main unknown of their approach is how they 'estimate' the first time of impact, rathern then what to do with this time. I guess they either subdivide the timestep until there are no large 'gaps'...
- Tue Dec 27, 2005 9:18 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Paper: Collision detection for moving polyhedra
- Replies: 3
- Views: 6687
gamedev.net math&physics forum
Have you already looked at the docs in this file: http://uk.geocities.com/olivier_rebellion/Polycolly.zip It has tutorial for the time of impact and contact generation in the 2D case. You will get more response on such questions in the gamedev.net forum: http://www.gamedev.net/community/forums/forum...
- Tue Dec 27, 2005 6:16 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Paper: Collision detection for moving polyhedra
- Replies: 3
- Views: 6687
You can download this paper from MIT here: http://www.ai.mit.edu/research/publications/browse/0800browse.shtml The approach in this paper is a Parameterized Sweep. If you are interested in calculating the time of impact, you can read some papers by Stephane Redon here: http://i3d.inrialpes.fr/~redon...
- Tue Dec 20, 2005 7:49 am
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: armature integration
- Replies: 2
- Views: 6157
Using the Blender armatures UI is an interesting idea. At the moment armatures are just using IK, isn't it? We could add bullet physics contraints (like point to point) to keep the armature together, to allow for ragdolls. Is that what you meant? At the moment the armatures have been redone inside B...