Search found 141 matches

by RBD
Mon Dec 24, 2012 4:24 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Chainmail simulations with Bullet Physics
Replies: 4
Views: 10173

Chainmail simulations with Bullet Physics

A couple of chainmail (maille armour) simulations using Bullet Physics:

YouTube: Festive chainmail physics simulation test
YouTube: Chainmail and Basket of Balls in Cornell Box

Metals parts procedurally composed out of compound btCapsuleShape primitives.
by RBD
Thu Nov 22, 2012 4:03 pm
Forum: General Bullet Physics Support and Feedback
Topic: Contributing to Bullet Physics
Replies: 1
Views: 2768

Re: Contributing to Bullet Physics

This is the correct forum to discuss development and potential contributions. If you are just getting started, some self-sufficiency is required to familiarize yourself with the code base. Otherwise go ahead and share your new contributions here; you might not get a lot of feedback or help quickly, ...
by RBD
Mon Nov 19, 2012 5:22 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Bullet Physics Robot simulation using Theo Jansen mechanism
Replies: 0
Views: 5282

Bullet Physics Robot simulation using Theo Jansen mechanism

Animations & real-time demo (near the end) of different robots simulated using Bullet Physics... YouTube: Series of robots and "new forms of life" based on Theo Jansen mechanism - Blender Bullet SmallLuxGPU edit: re-uploaded next day with less compression to see if it will look better ...
by RBD
Mon Nov 19, 2012 5:10 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Simple and Efficient Approximate Convex Decomposition
Replies: 41
Views: 117088

Re: Simple and Efficient Approximate Convex Decomposition

try out the new V -HACD library http://code.google.com/p/v-hacd/ Wow, nice, looks really promising! I can see the non-overlapping could have many more uses for it... fun stuff. ( I'll definitely play with it at some point, but I'm slow {just a hobby at home}. ) Thanks Flix for the test and sharing ...
by RBD
Sun Apr 08, 2012 2:17 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Real-time voronoi fracture and shatter for Bullet Physics
Replies: 45
Views: 147582

Re: Real-time voronoi fracture and shatter for Bullet Physic

Domi, that's what convexHC->compute's shrinkClamp parameter is for… give it a minimum value, and you could use convexHC->compute 's return value to set your rb's collision margin. If you do not want RBs smaller than your margin, you could simply skip (don't creat rbs) shards when convexHC->compute r...
by RBD
Thu Apr 05, 2012 7:34 pm
Forum: General Bullet Physics Support and Feedback
Topic: Can I use compound shapes with GPU in bullet 2.80?
Replies: 2
Views: 3768

Re: Can I use compound shapes with GPU in bullet 2.80?

Beyond games, even when doing non-real-time physics simulations for FX, one would still want to use the fastest physics engine possible (GPU) to reduce the simulation time (which ideally would also enable preview in real-time). Compound shapes are the only way to simulate non-convex active rigid bod...
by RBD
Thu Apr 05, 2012 7:27 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Simple and Efficient Approximate Convex Decomposition
Replies: 41
Views: 117088

Re: Simple and Efficient Approximate Convex Decomposition

Hi Khaled, HACD is working great, but I'm not sure I understand how to best deal with certain meshes. For example, for the attached fork mesh (I created, free to use) , I can't seem to choose the right parameters so that the convex hulls conform to all of the fork's teeth all the time, even with low...
by RBD
Tue Mar 27, 2012 1:31 pm
Forum: Physics authoring tools, serialization, standards and related topics
Topic: Bullet Physics plugins: Dynamica vs MayaBullet?
Replies: 3
Views: 11157

Re: Bullet Physics plugins: Dynamica vs MayaBullet?

Why was the new plugin written, rather than trying to improve Dynamica? Autodesk would much rather work on something they can profit from and keep proprietary than contribute to an open source project. It has nothing to do with what's best for the customers. That's just the way things are. (most li...
by RBD
Tue Mar 27, 2012 1:00 pm
Forum: General Bullet Physics Support and Feedback
Topic: btQuaternion issue
Replies: 1
Views: 2695

Re: btQuaternion issue

q = btQuaternion(q.getAxis(), q.getAngle()); appears to work without issues here; it doesn't alter the quaternion. That statement would alter q if it was not a valid normalized rotation quaternion. I suspect perhaps something may be wrong with how rot was (created, exported or) imported instead? Che...
by RBD
Sun Mar 25, 2012 12:34 am
Forum: General Bullet Physics Support and Feedback
Topic: Capsules and Blender bullet physics engine refresh
Replies: 6
Views: 8539

Re: Capsules and Blender bullet physics engine refresh

Tried a hack this weekend in Blender to use the entire capsule radius as its margin. It gave me good collision results, the best I've had with capsules so far. So if btCapsule can be changed to behave like btSphere, where its entire radius is the collision margin, that'd be great. Unfortunately, I d...
by RBD
Mon Mar 19, 2012 6:39 pm
Forum: General Bullet Physics Support and Feedback
Topic: Capsules and Blender bullet physics engine refresh
Replies: 6
Views: 8539

Re: Capsules and Blender bullet physics engine refresh

Yes, sorry I hastily started this thread out of frustration. To clarify: Main issue is margin related. I'm connecting together precisely measured capsules (curves, strings, wireframes, etc.). setMargin(0.) changes the dimensions (both radius and height) , which may misalign capsules; also capsules t...
by RBD
Sat Mar 17, 2012 1:36 am
Forum: General Bullet Physics Support and Feedback
Topic: Capsules and Blender bullet physics engine refresh
Replies: 6
Views: 8539

Re: Capsules and Blender bullet physics engine refresh

Hmmm, still not working right in Blender with 2.80 either... Looks like btCapsuleShape contains an implicit margin of 0.04, which is considered part of its (radius and height) dimensions. setMargin(0.) makes a capsule 0.04 larger than the specified radius and height. And increasing the margin with s...
by RBD
Fri Mar 16, 2012 5:55 pm
Forum: General Bullet Physics Support and Feedback
Topic: Capsules and Blender bullet physics engine refresh
Replies: 6
Views: 8539

Capsules and Blender bullet physics engine refresh

EDIT : Erwin, this can wait until next release...(and looks like perhaps some Blender mods to btSoftBody.cpp) thanks Erwin, if you can and when you have time it would be much appreciated if you could push a Bullet Library refresh out to Blender 2.6x. Capsules have not been working right in Blender ...
by RBD
Fri Mar 16, 2012 11:36 am
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Real-time voronoi fracture and shatter for Bullet Physics
Replies: 45
Views: 147582

Re: Real-time voronoi fracture and shatter for Bullet Physic

I included it in Bullet 2.80, under Demos/VoronoiFractureDemo. I added automatic constraint generation between the parts, with a breakable threshold and increased solver iterations. Thanks Erwin, the breakable constraints are very impressive! :D Note to others about the new VoronoiFractureDemo incl...
by RBD
Sat Feb 18, 2012 10:13 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Real-time voronoi fracture and shatter for Bullet Physics
Replies: 45
Views: 147582

Re: Real-time voronoi fracture and shatter for Bullet Physic

We have been busy working on OpenCL physics implementation (see http://www.youtube.com/watch?v=8jGZv1YYe2c) Looks very promising Erwin! I just tried downloading the demos (both feb11 & jan27) but unfortunately they don't appear to work on my system with AMD HD4890 GPUs (RV7xx), latest drivers; ...