Search found 197 matches

by raigan2
Tue Jun 09, 2009 9:06 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Solving a single island across multiple cores
Replies: 7
Views: 6751

Re: Solving a single island across multiple cores

Thanks, I _think_ I understand -- if you had a chain of bodies ABCDE connected by joints AB, BC, CD, DE you could then solve [AB,CD] in one batch and [BC,DE] in the next? That's pretty smart! You mentioned that you used 10 batches -- the number of batches would have to depend on the number of constr...
by raigan2
Tue Jun 09, 2009 7:32 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Solving a single island across multiple cores
Replies: 7
Views: 6751

Solving a single island across multiple cores

In this month's GD mag there's a paid portion from Intel that talks about this simulator: http://www.infernalengine.com/tech_physics.php They specifically mention that it can solve an island of constraints in parallel; collision detection and Jacobian building are more easily split up, because each ...
by raigan2
Fri Apr 17, 2009 1:28 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Limitations of modern realtime physics engines
Replies: 16
Views: 29117

Re: Limitations of modern realtime physics engines

Erin Catto wrote:In the end they had to write an entire floating point unit in software using integer operations. It was too late to convert the code to fixed point.
I might be showing my ignorance, but would the former really take less effort than the latter? That seems crazy!
by raigan2
Sun Mar 29, 2009 1:39 am
Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
Topic: Algodoo Physics Educational Software by Algoryx Simulation
Replies: 9
Views: 25516

Re: Algodoo Physics Educational Software by Algoryx Simulation

Is there any chance of a simple explanation of "variational methods"? So far I've read the thesis twice and have yet to understand it well enough to implement..
by raigan2
Sun Feb 08, 2009 1:26 pm
Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
Topic: Position Based Dynamics - Revisited
Replies: 1
Views: 6542

Re: Position Based Dynamics - Revisited

Concerning (1), as long as you download the version that's on his site, you should have the most recent one. AFAIK the main difference is that the old version uses cardinality ("n") in the formulas for delta-p.
by raigan2
Wed Aug 20, 2008 7:06 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Critically Damped PD controller
Replies: 3
Views: 15688

Re: Critically Damped PD controller

Box2D's soft distance constraint is using impulses rather than forces, hence the 1/h term. Of course, I'm sorry -- I forgot that ODE was forces/LegrangeMultiplier... I've been away from this stuff for about a year :( With a frequency/damping ratio model you just set the damping ratio to 1 to get cr...
by raigan2
Tue Aug 19, 2008 5:52 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Critically Damped PD controller
Replies: 3
Views: 15688

Critically Damped PD controller

Hi, I'm having trouble trying to add a critically damped harmonic oscillator (spring/PD-controller) constraint to my simulator, and the references I've found are somewhat conflicting. Currently I'm using regular PD controllers outside of the solver (i.e the controllers are driving motor torques) and...
by raigan2
Tue May 20, 2008 12:39 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Continuous Collision Detection: which method?
Replies: 11
Views: 8350

Re: Continuous Collision Detection: which method?

@Rob: AFAIK Box2D does this by using shrunken shapes for CCD.
by raigan2
Mon Apr 07, 2008 1:18 pm
Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
Topic: Minkowski Portal Refinement (MPR) for 2D
Replies: 17
Views: 42755

Re: Minkowski Portal Refinement (MPR) for 2D

That makes sense.. I guess I'm just screwed! :?
by raigan2
Mon Apr 07, 2008 2:02 am
Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
Topic: Minkowski Portal Refinement (MPR) for 2D
Replies: 17
Views: 42755

Re: Minkowski Portal Refinement (MPR) for 2D

We have dealt with this in some games by generating 'future' contact/non-penetration constraints that happen at the time of impact. So they are generated before bodies are penetrating, perhaps similar to some of Trinkle-Steward approaches. Have you considered this? I'm not sure what you mean by &qu...
by raigan2
Sun Apr 06, 2008 11:25 pm
Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
Topic: Minkowski Portal Refinement (MPR) for 2D
Replies: 17
Views: 42755

Re: Minkowski Portal Refinement (MPR) for 2D

There should be no difference between 1st order velocity-level or 0-order position-level constraint solving in combination with CCD and CP. In both cases, at the time of impact, a discontinuity happens and contact constraints have to be solved, and the direction of motion typically changes. This me...
by raigan2
Fri Apr 04, 2008 3:43 pm
Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
Topic: Minkowski Portal Refinement (MPR) for 2D
Replies: 17
Views: 42755

Re: Minkowski Portal Refinement (MPR) for 2D

Thanks; I have implemented CCD for rope, and it works well, but was simplified by the fact that I'm treating the rigid bodies as read-only until the next frame. Having the rope's topology known (like having a non-changing contact graph/island) also simplifies things. Here's a single simulation step:...
by raigan2
Thu Apr 03, 2008 9:28 pm
Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
Topic: Minkowski Portal Refinement (MPR) for 2D
Replies: 17
Views: 42755

Re: Minkowski Portal Refinement (MPR) for 2D

It would be great if someone could explain their CCD process in a bit more detail; I still don't understand how you avoid doing n^2 tests: finding the earliest collision requires a full collision pass, which tests everything vs everything.. and since a full pass is required after each collision (to ...
by raigan2
Sun Feb 17, 2008 6:04 am
Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
Topic: Physics for Phun
Replies: 9
Views: 18917

Re: Physics for Phun

I'd love to hear how this solver works, I remember trying to read the "regularized variational methods" thesis and failing completely to understand :(
by raigan2
Thu Feb 14, 2008 5:04 pm
Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
Topic: Physics for Phun
Replies: 9
Views: 18917

Re: Physics for Phun

KenB wrote:Distance maps are used for free-form objects. They are quite efficient in 2D.
It seems like you're calculating them really quickly.. are there any particular tricks, or are computers just fast enough these days?