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.
Search found 141 matches
- 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
- 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, ...
- 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 ...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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; ...