Search found 4221 matches
- Mon Sep 12, 2005 6:45 am
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Gameblender seemably slower than other demos?
- Replies: 3
- Views: 7137
- Sat Sep 10, 2005 10:23 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: GJK + Lin Canny
- Replies: 0
- Views: 4685
- Thu Sep 08, 2005 5:56 pm
- Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
- Topic: GPGPU General-Purpose Computation Using Graphics Hardware
- Replies: 0
- Views: 5271
GPGPU General-Purpose Computation Using Graphics Hardware
http://www.gpgpu.org/
Using the GPU for things other then 3D graphics. Physics for example
Raycasting, Collision Detection and Rigidbody simulation can potentially
get some nice speedup using graphics hardware.
See also: http://graphics.stanford.edu/projects/b ... index.html
Using the GPU for things other then 3D graphics. Physics for example
Raycasting, Collision Detection and Rigidbody simulation can potentially
get some nice speedup using graphics hardware.
See also: http://graphics.stanford.edu/projects/b ... index.html
- Thu Sep 08, 2005 11:53 am
- Forum: General Bullet Physics Support and Feedback
- Topic: ODE sample integration
- Replies: 2
- Views: 6944
Hi, very well spotted :) - regarding objects of large size differences, the penetration depth solver is indeed very experimental. However even commercial physics engines have difficulties with large scale ratios. It is recommended to add a PlaneShape to the primitives. This will then project the oth...
- Wed Sep 07, 2005 12:23 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet Convex Collision integrated in a ODE demo
- Replies: 2
- Views: 6356
Bullet Convex Collision integrated in a ODE demo
Here is a new demo, with updated convex collision primitives using Bullet GJK in the ODE (http://www.ode.org) framework. It is a proof of concept to show that the Bullet collision code can be ported to other physics engines too. Press 1,2,3 or 4 in the windows demo 'bulletgjk_ode.zip', for cylinders...
- Tue Sep 06, 2005 3:53 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet GJK for ODE preview
- Replies: 1
- Views: 6408
Updated files
NOTICE: The initial demo binary had some problem, it lacked a manifest file called 'Microsoft.VC80.CRT.manifest'... So it didn't execute on most computers. See explanation below. This is fixed in the latest upload. "This application has failed to start because the application configuration is i...
- Mon Sep 05, 2005 11:52 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet GJK for ODE preview
- Replies: 1
- Views: 6408
Bullet GJK for ODE preview
First preview of Bullet GJK Convex Collision Detection integrated with Open Dynamics Engine (ODE). Press l for a bullet gjk cylinder, f for a bullet gjk box, b, s and c for ode colliders. Other convex primitives like cone, convex mesh are a matter of adding graphics drawstuff for ODE. Disclaimer: it...
- Mon Sep 05, 2005 9:05 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Non-Determinism in Multiplatform Networking Physics
- Replies: 2
- Views: 7711
Non-Determinism in Multiplatform Networking Physics
Due to lots of reasons a physics simulation can be non-deterministic, or in other words the simulation results will be different with the same starting conditions (*). In multiplatform networked games like massive multiplayer online games (MMO) this has to be dealt with. 0) How do you deal with mult...
- Fri Sep 02, 2005 2:53 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet Physics Forum Announcement
- Replies: 0
- Views: 5860
Bullet Physics Forum Announcement
Hi, The Bullet Continuous Physics Forum has been upgraded to a new server and also a mailing list feature is added. At any time you can visit the Forum Subscription to add / remove subscriptions: http://207.234.235.180/Bullet/phpBB2/m2f_usercp.php Those announcements are very infrequent (about once ...
- Fri Sep 02, 2005 2:35 pm
- Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
- Topic: Ageia acquires Meqon
- Replies: 1
- Views: 6417
Ageia acquires Meqon
Ageia, the hardware-based physics middleware company just acquired Meqon: http://news.teamxbox.com/xbox/9146/AGEIA-Acquires-Meqon-Research-AB/ http://ve3d.ign.com/articles/647/647354p1.html http://biz.yahoo.com/prnews/050901/sfth012.html?.v=22 http://www.gamasutra.com/php-bin/news_index.php?story=63...
- Sun Aug 21, 2005 8:36 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Bullet's Voronoi Simplex Solver
- Replies: 46
- Views: 127804
Maybe for you it is, do you know that before Gino and Ericson re-wrote JGK algorithm? I follow Gino's work since around 1995, when we met at Eindhoven University, so I know he rewote it in a very good way. There are over a dozen packages (physics engines and stand alone collision systems) that are ...
- Sat Aug 20, 2005 3:25 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Bullet's Voronoi Simplex Solver
- Replies: 46
- Views: 127804
If in these multithreaded environment things are so unpredictable what make you think your solutions are superior? On a Playstation 3 it is fairly well predictable, each SPU has its own local storage. I don't think filling this with cached data between frames helps. Between the gjk iterations its b...
- Fri Aug 19, 2005 6:08 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: New Bullet Gameblender build, 17 August 2005
- Replies: 1
- Views: 4572
New Bullet Gameblender build, 17 August 2005
A new build of Blender 3.38 with bullet rigidbody dynamics. +Hooked up Bullet raycasting to raycast sensor +Mouse over sensor works, including mouse over all (see jenga7) +Additional python methods in module PhysicsConstaints +Uses Bullet constraint solver by default (not ode quickstep) http://www.c...
- Sun Aug 14, 2005 8:03 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet and ODE
- Replies: 5
- Views: 10963
All I need is a way to get contact points from bullet. In that case, it is probably best to just use the collision detection, which is located in the /Bullet/Bullet folder. You don't need any of the dynamics or integration files (ConvexConvexCollisionAlgorithm). All you need it calling gjk, and pas...
- Sun Aug 14, 2005 7:46 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Bullet's Voronoi Simplex Solver
- Replies: 46
- Views: 127804
Then the barycentric coordinates are: (1-alpha, alpha) right? Is that correct? And what about the tetrahedron case? All correct. GJK needs separation in order to work. If the point is outside the tetrahedron, it is only closest to 1 triangle. If the point (origin) is inside the tetrahedron, a 'full...