Search found 78 matches
- Fri Aug 29, 2008 3:01 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Drawing rope
- Replies: 4
- Views: 4322
Re: Drawing rope
I did see the thread about softbodies and OGRE and kind of figured I had to go through the nodes/faces to render. The number of faces for rope is always zero (but that is probably expected since none are passed in when creating). Nodes as far as I can tell is the anchor point to each piece of the r...
- Thu Aug 28, 2008 1:10 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Drawing rope
- Replies: 4
- Views: 4322
Re: Drawing rope
Here's a code snippet to 'parse' soft bodies for rendering purposes, given your btSoftRigidWorld* as "world": /* Dummy 'graphic driver' */ struct { void DrawPoint(const btVector3&) {} void DrawLine(const btVector3&,const btVector3&) {} void DrawTriangle(const btVector3&,con...
- Thu Aug 28, 2008 1:50 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btGjkEpaSolver2 error
- Replies: 6
- Views: 7247
Re: btGjkEpaSolver2 error
You have to provide more information and/or code sample to reproduce the problem.
- Sun Aug 24, 2008 4:57 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Self-collision
- Replies: 1
- Views: 2539
Re: Self-collision
No self collisions yet sorry.
Nathanael.
Nathanael.
- Sun Aug 10, 2008 4:54 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Performance issue adding objects when using btDbvtBroadphase
- Replies: 2
- Views: 3194
Re: Performance issue adding objects when using btDbvtBroadphase
Whenever I stream in new objects and insert them to the collision system I get a noticable hitch (sometimes as long as a quarter to half second). The objects come in groups of a few dozen at a time. half a second!!? that's eternity, i know peoples that use dbvt to spawn particles in their world, we...
- Fri Aug 08, 2008 10:30 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Instability during collision between two softbodies
- Replies: 2
- Views: 3276
Re: Instability during collision between two softbodies
You cannot use cluster collision on 1d soft bodies, for best results, try to model volumetric ropes with soft bodies, or better still, rigid bodies connected by constraints. Don't forget that currently, collision detection is discreet, so thinner your shape is, more likely it is to miss collisions, ...
- Fri Aug 08, 2008 10:22 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Soft bodies early preview
- Replies: 41
- Views: 79328
Re: Soft bodies early preview
That's shape matching, you can take a look at 'Init_BunnyMatch' and 'Init_TorusMatch' methods in SoftDemo.cpp.
Nathanael.
Nathanael.
- Sat Aug 02, 2008 3:07 am
- Forum: General Bullet Physics Support and Feedback
- Topic: About btDbvtBroadphase and other approaches
- Replies: 2
- Views: 4460
Re: About btDbvtBroadphase and other approaches
Compared to SAP, here's a short pro/con list: Pros: - Fast insertion, removal, update. - Unbounded world space. - Additional queries support: Ray-casting, Culling, Occlusion, LOD, etc... - One data structure for physics and everything else in a game engine. Cons: - Lot of cache misses compared to SA...
- Thu Jul 24, 2008 2:47 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btDbvtBroadphase::performDiscreteCollisionDetection() perf?
- Replies: 5
- Views: 5346
Re: btDbvtBroadphase::performDiscreteCollisionDetection() perf?
Humm, if you have time, can you post timings of btDbvtBroadphase and btSweepAxis ? and if possible a more detailed profiling output, i'd like to get to the bottom of this.
Did you called btDbvtBroadphase optimize after your static world creation?
Nathanael.
btw, FreeRealms like very nice.
Did you called btDbvtBroadphase optimize after your static world creation?
Nathanael.
btw, FreeRealms like very nice.
- Wed Jul 23, 2008 2:21 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btDbvtBroadphase::performDiscreteCollisionDetection() perf?
- Replies: 5
- Views: 5346
Re: btDbvtBroadphase::performDiscreteCollisionDetection() perf?
Ok, here's a quick work around, if after your objects creation you call myrigidbody->setActivationState(ISLAND_SLEEPING); that should fix the issue. In the upcoming version (2.70), btDbvtBroadphase is optimized for your use case, and add the following method: bDbvttBroadphase::optimize() to be calle...
- Wed Jul 23, 2008 12:53 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btDbvtBroadphase::performDiscreteCollisionDetection() perf?
- Replies: 5
- Views: 5346
Re: btDbvtBroadphase::performDiscreteCollisionDetection() perf?
Can you provide a reproduction case ?
Thanks for the feedback,
Nathanael.
Thanks for the feedback,
Nathanael.
- Mon Jul 21, 2008 3:04 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: b-spline evaluation near t=1
- Replies: 1
- Views: 4131
Re: b-spline evaluation near t=1
I think your basis functions should be of degree 3 ('num knots'-'num cp'-1), if the curve you expect is a "classic" Bezier like, your knots vector should be {0,0,0,0,1,1,1,1}, be careful to handle divide by zero == 0. If you look for a library, the best that i know of is http://libnurbs.so...
- Mon Jul 21, 2008 1:26 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Broad Phase with spheres
- Replies: 2
- Views: 3286
Re: Broad Phase with spheres
I guess SAP could do just fine, else you can try to google papers about "smooth particle hydrodynamic" which is a Lagrangian method to simulate fluid that require just that, very fast enumeration of interacting particles (usually fixed radius). You can try Takashi Amada SPH demo http://www...
- Fri Jul 18, 2008 11:36 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Minimal effort for (deterministic) state rewind
- Replies: 4
- Views: 5401
Re: Minimal effort for state rewind
Sorry I can't be of any more help, but some peoples had similar problem in the past, they may be able to help, try starting a new thread including 'deterministic results' in the topic .
Good luck,
Nathanael.
Good luck,
Nathanael.
- Fri Jul 18, 2008 11:29 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Rope and SoftBody
- Replies: 2
- Views: 3421
Re: Rope and SoftBody
You need to enable soft/soft collision detection (disable by default), so for each one of your soft bodies: mybody->m_cfg.collisions |= btSoftBody::fCollision::VF_SS; Collision handling between soft bodies are not especially well handled yet, (vertex/face only), so you may have to tessellate quit a ...