From erwin on the bullet svn :
Log message
remove rigid body gpu pipeline, the latest version is at
https://github.com/erwincoumans/bullet3
Search found 66 matches
- Tue Sep 18, 2012 1:09 am
- Forum: Release Announcements
- Topic: Bullet 2.80 SP1 release :OpenCL rigid bodies & Android
- Replies: 17
- Views: 225379
- Mon Sep 17, 2012 9:04 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Major contact stability improvement
- Replies: 57
- Views: 89199
Re: Major contact stability improvement
I played a bit with it , using convex hulls , and seems to work pretty well, the only noticable thing about it, is the same as the linear friction, the behaviour doesn't seem to give linear feedback based on the value. Low values will have very little effect but when reaching higher values the effec...
- Mon Sep 17, 2012 6:47 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Major contact stability improvement
- Replies: 57
- Views: 89199
Re: Major contact stability improvement
Just finished updating the bullet tree in our plugin, and implementing the rolling friction now, it is missing from the rigidBodyConstructionInfo though ? Any chance to get that in there ? struct btRigidBodyConstructionInfo { ... ///best simulation results when friction is non-zero btScalar m_fricti...
- Sun Sep 16, 2012 2:53 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Major contact stability improvement
- Replies: 57
- Views: 89199
Re: Major contact stability improvement
Thanks for implementing that !
I'll update our code base and see how it behaves.
Is it something that will stay in there or is it just
some kind of experiment ?
I'll update our code base and see how it behaves.
Is it something that will stay in there or is it just
some kind of experiment ?
- Sat Sep 15, 2012 3:37 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Major contact stability improvement
- Replies: 57
- Views: 89199
Re: Major contact stability improvement
Is there a way to actually fake the rotation friction on contacts ?
We do get lots of spinning when using a high friction (probably normal
since all the energy is converted in rotation), would be nice
to be able to reduce that effect a bit.
Francois
We do get lots of spinning when using a high friction (probably normal
since all the energy is converted in rotation), would be nice
to be able to reduce that effect a bit.
Francois
- Tue May 29, 2012 9:15 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Integration of FLUIDS v.2 (SPH Fluids)
- Replies: 49
- Views: 62499
Re: Integration of FLUIDS v.2 (SPH Fluids)
forgot to mention the demo seems to be leaking memory a whole lot !
not really a big deal since it's really just a test but should
keep it in mind
not really a big deal since it's really just a test but should
keep it in mind
- Mon May 28, 2012 12:01 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Integration of FLUIDS v.2 (SPH Fluids)
- Replies: 49
- Views: 62499
Re: Integration of FLUIDS v.2 (SPH Fluids)
The NVidia one was faster but was getting pretty good performance with both, can't test right now , but i'll post some numbers tonight. Edit : Just did some quick performance test for the 3 demos, the machine used is a Core i7 2.8GHz w/ NVidia 285 NVidia OpenCL 1 - 55ms for 11340 particles 2 - 70ms ...
- Sat May 26, 2012 6:15 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Integration of FLUIDS v.2 (SPH Fluids)
- Replies: 49
- Views: 62499
Re: Integration of FLUIDS v.2 (SPH Fluids)
nice work !
Tested and works with NVidia OpenCL & Intel OpenCL too.
Tested and works with NVidia OpenCL & Intel OpenCL too.
- Fri Apr 06, 2012 4:46 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Finding colliding faces from contacts ?
- Replies: 0
- Views: 2006
Finding colliding faces from contacts ?
Just wondering if anyone would have an idea on how to detect the faces that are colliding. The contacts points being reduced to very few per object, it doesn't give enough information to know which faces are actually colliding. I'm implementing some basic FEM to drive fracture / glue features, and n...
- Sat Mar 17, 2012 10:07 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Capsules and Blender bullet physics engine refresh
- Replies: 6
- Views: 8611
Re: Capsules and Blender bullet physics engine refresh
I believe I did patch this in my bullet version
it was a fairly simple patch in the capsule shape code,
you should just change it there and make sure the set margin method
works as expected
I don't have access to my code right now so can't tell exactly
it was a fairly simple patch in the capsule shape code,
you should just change it there and make sure the set margin method
works as expected
I don't have access to my code right now so can't tell exactly
- Thu Mar 01, 2012 6:45 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Automated flying object
- Replies: 4
- Views: 8021
Re: Automated flying object
For fun someone actually wrote a quadcopter running within maya using bullet. We used 4 maya fields parenters to where the "motors" would be which basically apply a variable up force to the object. If you want to make it outside of maya, you can just build a small rig with a 4 calls to app...
- Wed Feb 01, 2012 9:03 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Real-time voronoi fracture and shatter for Bullet Physics
- Replies: 45
- Views: 148691
Re: Real-time voronoi fracture and shatter for Bullet Physic
Hey Erwin,
What is the penalty of transferring the data back to main memory ?
15fps for 110k bodies is impressive but in our case we need the data
back in the memory..
F
What is the penalty of transferring the data back to main memory ?
15fps for 110k bodies is impressive but in our case we need the data
back in the memory..
F
- Fri Jan 06, 2012 2:39 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Real-time voronoi fracture and shatter for Bullet Physics
- Replies: 45
- Views: 148691
Re: Real-time voronoi fracture and shatter for Bullet Physic
no
we wrote our own maya plugin which is a fair bit more evolved
than dynamica for our fx purposes here.
I haven't looked at dynamica in a quite a while though, so not
sure what is in there now...
F
we wrote our own maya plugin which is a fair bit more evolved
than dynamica for our fx purposes here.
I haven't looked at dynamica in a quite a while though, so not
sure what is in there now...
F
- Thu Jan 05, 2012 7:42 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Real-time voronoi fracture and shatter for Bullet Physics
- Replies: 45
- Views: 148691
Re: Real-time voronoi fracture and shatter for Bullet Physic
In our implementation of bullet for maya we do dynamic fracturing with voronoi. Can't tell you much about it, but the idea is to take the contact points from the callback check if the collision momentum is strong enough to shatter an object and then spread points in space starting from the contact p...
- Thu Nov 24, 2011 8:22 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: How to detect that which collider in collide...
- Replies: 5
- Views: 7220
Re: How to detect that which collider in collide...
you could also use the collision mask/group (can't remember the exact name)
and use it to determine what object the collider is.
Or you can also attach a name to the rigid body and check the name...
and use it to determine what object the collider is.
Or you can also attach a name to the rigid body and check the name...