Search found 78 matches
- Thu Jul 17, 2008 1:30 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Minimal effort for (deterministic) state rewind
- Replies: 4
- Views: 5396
Re: Minimal effort for state rewind
It depend on your needs, if you just rebuilt your scene from scratch on reset, there must be only few issues (look out for time accumulators, random seeds, etc...) but it should be possible and efficient. related threads: http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=9&t=1630&hi...
- Tue Jul 15, 2008 11:14 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Alternatives to EPA
- Replies: 12
- Views: 12658
Re: Alternatives to EPA
Does XenoCollide now return the correct penetration distance and not just an conservative estimate? Last time I looked at it this was the case and Gary also agreed on this on the forum. I'd like to know that too, last time i implemented it, it was an approximation, but to be fair, in most polyhedra...
- Sat Jul 12, 2008 4:13 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Alternatives to EPA
- Replies: 12
- Views: 12658
Re: Alternatives to EPA
I don't think EPA is that complicated, considering that it work on all class of convex shapes (that included quadratics, ie: ellipsoid/ellipsoid ). The core of the algorithm is basically an incremental convex hull builder, the current bullet implementation of EPA (btGjkEpa2.cpp) is less that 300 lin...
- Tue Jul 08, 2008 2:14 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Coupling SoftBodies with my rendering engine...
- Replies: 15
- Views: 15346
Re: Coupling SoftBodies with my rendering engine...
Vertex positions are stored in btSoftBody::Node::m_x, so: btSoftBody* body=...; const btVector* positions=&body->m_nodes[0].m_x; const int stride=sizeof(btSoftBody::Node); /* Update positions in your display mesh */ Triangle are stored in btSoftBody::Face, so you can retrieve vertex index with: ...
- Mon Jul 07, 2008 11:03 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Broadphase / Midphase / Narrowphase optimization
- Replies: 5
- Views: 5582
Re: Broadphase / Midphase / Narrowphase optimization
Bullet already provide a wide range of broad-phases implementations: - btAxisSweep3 (SAP) - btMultiSapBroadphase (multiSAP) - btDbvtBroadphase (dynamic hierarchy) Perhaps you should try existing implementations, then make sure broad-phase is actually a bottleneck. btMultiSapBroadphase especially can...
- Mon Jul 07, 2008 10:52 am
- Forum: General Bullet Physics Support and Feedback
- Topic: rope elongation
- Replies: 2
- Views: 3304
Re: rope elongation
What's really important is the mass ratio between the rope and the body, so you can increase the rope mass to improve stiffness, and/or iterations, (rope are fast to solve, try 32).
Hope it help,
Nathanael.
Hope it help,
Nathanael.
- Sat Jun 28, 2008 1:55 am
- Forum: General Bullet Physics Support and Feedback
- Topic: winding rope on a windlass
- Replies: 9
- Views: 6901
Re: winding rope on a windlass
Try increasing rope mass, masses ratio are really the weak point of the type of solver used for soft/rigid interaction.
Also, increase ...m_cfg.piterations , try 16.
I'm interested to try it myself, can you post the code?
Nat.
Also, increase ...m_cfg.piterations , try 16.
I'm interested to try it myself, can you post the code?
Nat.
- Fri Jun 27, 2008 11:26 am
- Forum: General Bullet Physics Support and Feedback
- Topic: New features of Bullet (dynamic AABB trees)
- Replies: 2
- Views: 2865
Re: New features of Bullet (dynamic AABB trees)
You need to compile/run CDTestFramework in /extras folder.
More information here: http://www.bulletphysics.com/Bullet/php ... =18&t=2178
hope it help,
Nathanael.
More information here: http://www.bulletphysics.com/Bullet/php ... =18&t=2178
hope it help,
Nathanael.
- Fri Jun 27, 2008 3:28 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Flutter and Tumble: The Physics of Falling Paper
- Replies: 6
- Views: 9400
Re: Flutter and Tumble: The Physics of Falling Paper
can you point out some links that say how it all works? Just applying (over)simplified lift and drag on a deformable model do the tricks, of course in the real world the paper is not that deformable, and its motion is mainly driven by the turbulence in the fluid, but it work well enough (run the de...
- Fri Jun 27, 2008 3:02 am
- Forum: General Bullet Physics Support and Feedback
- Topic: winding rope on a windlass
- Replies: 9
- Views: 6901
Re: winding rope on a windlass
The rope you created is 50Kg and the cylinder 10Kg, not a fair match under gravity! :wink: In addition, the last parameter of ::CreateRope is 'fixed', its used to attached node to the world (bit mask, 1:first node , 2:last node). try: btSoftBody* pRope = btSoftBodyHelpers::CreateRope( pdemo->m_softB...
- Mon Jun 16, 2008 2:59 pm
- Forum: Release Announcements
- Topic: Bullet 2.69 BETA1 Physics SDK released
- Replies: 5
- Views: 54103
Re: Bullet 2.69 BETA1 Physics SDK released
I'm interested in the implementation of the dynamic AABB tree, including the ability to do view frustum culling and front-to-back traversal, but I'm having real problems finding the little sucker. A search for "frustum" in CDTestFramework doesn't result in much useful info, let alone an o...
- Thu Jun 12, 2008 3:41 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Missing factor 2 in PSolve_RContacts (btSoftBody.cpp) ?
- Replies: 2
- Views: 2913
Re: Missing factor 2 in PSolve_RContacts (btSoftBody.cpp) ?
If I am right, for a (1-dimensional) elastic collision, the difference in impulse is 2(va - vb) / (1/ma+1/mb). va-vb is vr in the code, 1/(1/ma+1/mb) is c.m_c0. So I would expect a factor 2 in front of vr? What is modeled here is inelastic collisions, through in line 1027 the term 'cti.m_normal*(dp...
- Thu Jun 12, 2008 12:14 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Sofy body exploding
- Replies: 8
- Views: 9531
Re: Sofy body exploding
@bob The mesh you describe consist of 24 vertices's, btSoftBody doesn't weld anything, a cube should be made of 8 vertex, 12 triangles. soft bodies expect consistent triangle orientation, normals pointing outward (triangle ABC, normal (B-A)x(C-a) ), and duplicated vertex mean disjoint during simulat...
- Fri Jun 06, 2008 4:11 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Sofy body exploding
- Replies: 8
- Views: 9531
Re: Sofy body exploding
@bob Can you provide some code extract so that we can reproduce the problem? @Bbilz Soft bodies is still a very new feature, it will take some time before things settle in, right now too much changes occur to enable real documentations. Here some help regarding btSoftBody::Config : btSoftBody::Confi...
- Thu Jun 05, 2008 12:34 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Softbody-RigidBody Collisions
- Replies: 2
- Views: 3113
Re: Softbody-RigidBody Collisions
Collisions handling for soft body faces / rigid body shapes are currently in active development.Is this the correct and wanted behavior or it's my fault and I'm missing some option?
Thanks.