Search found 34 matches
- Thu May 04, 2006 6:52 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Baraff's LCP solver with friction
- Replies: 7
- Views: 13846
Are there any specific reasons that you use Baraff's method now? It's considered to be obsolete by timestepping method. Instaneous method (the last paper we've seen is Baraff's) suffers from alot of problems, including non-existence solution, worst-case exponential,etc... Saying Baraff work obsolet...
- Wed Apr 05, 2006 5:53 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Which LCP's solver have been used by popular physics engine?
- Replies: 24
- Views: 50127
- Tue Apr 04, 2006 6:52 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Contact Manifold Generation: A question about GJK
- Replies: 16
- Views: 53986
It this one wrong?
http://www.mollyrocket.com/forums/viewt ... b87b50d844
http://www.mollyrocket.com/forums/viewt ... b87b50d844
- Fri Mar 31, 2006 9:17 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: "ARB" moderated physics API, OpenPL, DirectPhysics
- Replies: 16
- Views: 32683
You seem passionate about this; if you are also qualified, then why don't you join us? I am not as ahead of the time as you are, so perhaps my qualifications are not sufficiently good. I am still stuck in philosophy ?first you have a problem then you find a solution?. I always thought that the usef...
- Thu Mar 30, 2006 7:32 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: "ARB" moderated physics API, OpenPL, DirectPhysics
- Replies: 16
- Views: 32683
My impression was that ?standards? like ODF and Collada were made to do that. Open GL had a very humble origin, it was a simple 2d graphics library made by IRIS. The design was so good that it became an industry standard not by design but by choice. Now OpenGL have the ?Architecture Revision Board?,...
- Wed Mar 29, 2006 9:23 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: "ARB" moderated physics API, OpenPL, DirectPhysics
- Replies: 16
- Views: 32683
- Sun Mar 19, 2006 10:28 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Which LCP's solver have been used by popular physics engine?
- Replies: 24
- Views: 50127
Again it is not a matter of agree or disagree. Unless you guys have seen the source code and can confirm the fact by releasing the code, which will be a very dishonest act, it is a speculation. I think you can say that Bullet and ODE are using that same iterative solver, and you think that other eng...
- Sun Mar 19, 2006 5:25 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Which LCP's solver have been used by popular physics engine?
- Replies: 24
- Views: 50127
I think it is a little pretentious saying most popular and unpopular are using the same algorithm, how would you know that? You only presented vague slides from a presentation that does not say anything definitive one way or another. You seem to have made your mind on engine comparison, so I am curi...
- Thu Feb 16, 2006 6:13 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: New physics engine in academia
- Replies: 9
- Views: 12780
Forgive my ignorance but I do not know what an NLP and NCP solver is. My impression was that the LCP condition for constrained dynamics comes from the formulation of the equation of unilateral constraints that lead to a Linear Complementary Problem. What kind of formulation leads to these NCP or NCP...
- Wed Feb 15, 2006 8:00 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Will this be possible in future releases(2.42 perhaps)
- Replies: 9
- Views: 11344
I do not think I am ready for Collada just yet. I find too cumbersome. I am thinking a proprietary format that could only be use to exports and import scene for me engine, kind of Gmax. I was thinking of writing the editor myself but it is lot of works, so I thought I could take a short cut. Since m...
- Wed Feb 15, 2006 6:43 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Will this be possible in future releases(2.42 perhaps)
- Replies: 9
- Views: 11344
Blender is GPL so you won't be able to distribute it with a gpl incompatible license. In other words, you can't integrate Novodex, Havok, Newton, Tokamak, because they are closed source and non-gpl. But you are allowed to do it all in-house, just don't distribute any binary/source. I see, I was loo...
- Wed Feb 15, 2006 4:53 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: New physics engine in academia
- Replies: 9
- Views: 12780
It seem physics engines are dozen for dime now. Here is another one
http://www.ThePhysicsEngine.com
They both promise in the future they will be better than the others.
http://www.ThePhysicsEngine.com
They both promise in the future they will be better than the others.
- Tue Feb 14, 2006 3:31 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Will this be possible in future releases(2.42 perhaps)
- Replies: 9
- Views: 11344
- Tue Jan 03, 2006 11:23 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Projected Gauss Seidel patent and other physics patents
- Replies: 19
- Views: 32904
Wow this is outrageous and disgusting. Projected Guass Seidel is been used by mostly all real-time physics engines since they became a software commodity. I used to work with Math Engine before it when under and the last incarnation implemented the same method and it was called the Arthur Solver, re...
- Mon Nov 28, 2005 12:05 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Iterative Dynamics :: PGS solver
- Replies: 11
- Views: 17282
I also simulate ragdolls just fine at 30Hz and 5 iterations. My engine benefits from contact caching (which ODE lacks). But that's not the whole story. Try to use capsules for the limbs, this makes the collision smoother. For the mass use capsule inertia tensors, but scale it up. I use a factor of ...