Search found 4221 matches

by Erwin Coumans
Sun Jul 31, 2005 7:13 am
Forum: Physics authoring tools, serialization, standards and related topics
Topic: Bullet How-To?
Replies: 3
Views: 8419

Bullet is disabled by default, because the blender buildsystem for scons and Makefiles is not updated yet. Can you try to enable #USE_BULLET in blender\source\gameengine\Ketsji\KX_ConvertPhysicsObject.h just add an extra line #define USE_BULLET 1 in that headerfile. at the moment it is only enabled ...
by Erwin Coumans
Fri Jul 29, 2005 6:41 pm
Forum: Physics authoring tools, serialization, standards and related topics
Topic: new alpha version Bulletblender 2005 july 31
Replies: 1
Views: 6783

new alpha version Bulletblender 2005 july 31

New Bulletblender 2005 july 31, version in the middle of some changes and lots of debugging. don't expect anything. perhaps the friction is hooked up, not sure :) http://www.continuousphysics.com/ftp/pub/test/ http://www.continuousphysics.com/ftp/pub/test/index.php?dir=&file=bulletblender31july2...
by Erwin Coumans
Fri Jul 29, 2005 10:15 am
Forum: General Bullet Physics Support and Feedback
Topic: Bullet SimpleConstraintSolver
Replies: 0
Views: 5548

Bullet SimpleConstraintSolver

About the Bullet SimpleConstraintSolver: The solver uses a Propagation Method, from Baraff "Analytical Methods for Dynamic Simulation of Non-penetrating Rigid Bodies". Bullet SimpleConstraintSolver applies penalty impulses to recover from penetration. http://www-2.cs.cmu.edu/~baraff/papers...
by Erwin Coumans
Fri Jul 29, 2005 8:39 am
Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
Topic: Physics engine list, books, PhD thesis, on-line resources
Replies: 11
Views: 191470

Physics engine list, books, PhD thesis, on-line resources

Alfabetical list of available collision detection and physics engines , categorized on license type. Send a message to this forum to add a link here. See also this physics simulation package collection by Adrian Boeing or the list of physics engines at Digital Rune ZLib license, Open Source, free fo...
by Erwin Coumans
Thu Jul 28, 2005 10:53 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: 100% guarantee non-interpenetration physics ?
Replies: 4
Views: 16618

100% guarantee non-interpenetration physics ?

Yes, plus using continuous collision detection typically reduces the number of contact points greatly, because you maintain the objects slightly separated, and because at most 6 contacts points can be independent between any two objects (since there are six degrees of relative freedom) :-) I discus...
by Erwin Coumans
Wed Jul 27, 2005 4:58 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: How to handle large mass ratios ?
Replies: 7
Views: 20139

I already asked Stephane Redon, who is a collegue of 3 of the authors, for a reply from one of them. He mailed them, so lets cross the fingers :)
by Erwin Coumans
Tue Jul 26, 2005 10:26 pm
Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
Topic: Tomohide Kano demo
Replies: 3
Views: 9148

Tomohide Kano demo

About 5 years ago, 2000, Tomohide Kano from Japan made this nice demo:

http://www.continuousphysics.com/p/tomo ... ody105.zip
by Erwin Coumans
Tue Jul 26, 2005 10:06 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: How to handle large mass ratios ?
Replies: 7
Views: 20139

How to handle large mass ratios ?

Iterative solvers are very popular nowadays. However most methods don't copy well with large mass ratios. How do people deal with this ? Perhaps an LCP version of conjugate gradient may be the answer to this. Someone on the list mentioned PCG which may be what I'm looking for. Any good references on...
by Erwin Coumans
Tue Jul 26, 2005 10:02 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: A few questions about iterative solver...
Replies: 4
Views: 15972

That's a surprise! Maybe I'm mistaken on the solver class name but are you talking about matrix based solvers? I thought they were especially good at that. For example, my current implementation is unable to handle a 50kg crate sitting on a 500g book with 24 iterations over the contact list (slowly...
by Erwin Coumans
Tue Jul 26, 2005 9:47 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Forum Guidelines: respect, no radical postings, no flame war
Replies: 0
Views: 72310

Forum Guidelines: respect, no radical postings, no flame war

:) Please keep this forum enjoyable :)

1) don't invite flame wars by intentional radical postings

2) physics engine comparisons belong in a special category
by Erwin Coumans
Tue Jul 26, 2005 9:21 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: A few questions about iterative solver...
Replies: 4
Views: 15972

As an introduction (and a shameless plug) I'll post here what I've done so far on the subject. I do post my progress on Gamedev quite frequently so it might not be new stuff: -Physics WIP- The demo looks very nice, and the stack very high. 1) Do iterative solvers eliminate all drift and jittering o...
by Erwin Coumans
Tue Jul 26, 2005 11:55 am
Forum: Physics authoring tools, serialization, standards and related topics
Topic: New Bullet jenga demo (windows only)
Replies: 7
Views: 14828

brute force place holders: penetration depth estimation

The jenga stack was supposed to show fairly stable stacking of convex objects, with no deactivation. This means GJK and contact manifold generation :wink: The current Bullet implementation has a few place holders that are brute force implemented. For example no real broadphase yet, no kdop tree yet,...
by Erwin Coumans
Tue Jul 26, 2005 11:45 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: How to create the contact manifold ?
Replies: 15
Views: 47295

Thanks Stephane, There are still quite a few unknowns that one has to solve for a working implementation: - how do you determine the distance of the contact points ? Do you use discrete collision detection for that ? Or do you update the distance incrementally ? - do you convert 'distance space' int...
by Erwin Coumans
Mon Jul 25, 2005 5:12 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet Continuous Collision Detection paper (draft)
Replies: 1
Views: 10099

Updated draft paper with more details on 2005 July 25.

http://www.continuousphysics.com/Bullet ... ection.pdf

Feedback welcome !
by Erwin Coumans
Mon Jul 25, 2005 4:51 pm
Forum: General Bullet Physics Support and Feedback
Topic: raycast through the sweep and prune space
Replies: 6
Views: 17694

Although the time complexity of the Sweep and Prune (SAP) raycast is indeed O(n) for n broaphase entries, for a lot of scenes, the average time complexity for long rays that do have an early hit is much better. For both indoor scenes and city scenes, you will barely traverse the whole scene. Also, a...