with the one in your fork without threading included
I did not notice any significant speed difference when going from the latest trunk to your version when threading is not enabled
EDIT in this version is it possible to ray cast from multiple thread ?
Search found 77 matches
- Fri Dec 26, 2014 7:13 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: CPU multithreading is working!
- Replies: 145
- Views: 1286395
- Wed Dec 24, 2014 10:07 am
- Forum: General Bullet Physics Support and Feedback
- Topic: CPU multithreading is working!
- Replies: 145
- Views: 1286395
Re: CPU multithreading is working!
The latest patch seem to have fixed it good work Also when my simulation consist of only 10-12 rigid bodies isolated by huge distances (talking millions of units here) this seem about 10% slower but as soon as it gets crowded around one of these base island this version seem to take the upper hand a...
- Tue Dec 23, 2014 12:29 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: CPU multithreading is working!
- Replies: 145
- Views: 1286395
Re: CPU multithreading is working!
Alright so after fixing my issue with Bullet I found an issue when using the GIimpact mesh
It crash on this method btGimpactShape.h line 846
It crash on this method btGimpactShape.h line 846
Code: Select all
virtual void getBulletTriangle(int prim_index,btTriangleShapeEx & triangle) const
{
m_primitive_manager.get_bullet_triangle(prim_index,triangle);
}
- Tue Dec 23, 2014 11:20 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Two rigidbody initialised the same way only one move
- Replies: 3
- Views: 4816
Re: Two rigidbody initialised the same way only one move
yes I found it out I mixed up the method I use to add other object with the one I use for rigidbody when refactoring one of the class I use to manage bullet
- Tue Dec 23, 2014 2:29 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Two rigidbody initialised the same way only one move
- Replies: 3
- Views: 4816
Re: Two rigidbody initialised the same way only one move
I found it the rigid body added by world->add collision object glitches out
- Tue Dec 23, 2014 2:04 am
- Forum: General Bullet Physics Support and Feedback
- Topic: CPU multithreading is working!
- Replies: 145
- Views: 1286395
Re: CPU multithreading is working!
Well so far it's working good but I have other issue with bullet physics that until resolved prevent me from testing more in depth
- Mon Dec 22, 2014 11:49 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Two rigidbody initialised the same way only one move
- Replies: 3
- Views: 4816
Two rigidbody initialised the same way only one move
I have an issue where i'm creating several rigidbody and I add them to a world most of them will work fine but randomly some of them won't seem to accumulate any velocity they just stick there and do nothing they at most sidestep other rigidbody when they are penetrating but that's about it once the...
- Mon Dec 22, 2014 11:20 am
- Forum: General Bullet Physics Support and Feedback
- Topic: CPU multithreading is working!
- Replies: 145
- Views: 1286395
Re: CPU multithreading is working!
EDIT: This is working great any chance this would get merged back into the main trunk
- Thu Oct 16, 2014 4:04 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: xgetbv Illegal Instruction Crash
- Replies: 7
- Views: 10555
Re: xgetbv Illegal Instruction Crash
alright the reason is that xgetbv is a 64 bit pointer related instruction this is why it crashes on 32 bit windows I have no idea why bullet uses it 32 bit build
- Fri Oct 10, 2014 10:19 am
- Forum: General Bullet Physics Support and Feedback
- Topic: xgetbv Illegal Instruction Crash
- Replies: 7
- Views: 10555
Re: xgetbv Illegal Instruction Crash
cheq that in the project property ->c++ -> code generation ->enhanced instruction set you are using sse2 and not avx
also do you have a 32 bit windows or a 64 bit?
also do you have a 32 bit windows or a 64 bit?
- Tue Sep 09, 2014 10:00 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Telling Bullet That Something Happened In The Past
- Replies: 28
- Views: 46828
Re: Telling Bullet That Something Happened In The Past
i do understand i'll have to test how much i can stretch with just those update but in no case i see where telling bullet something happened in the past could help because in any case i can just tell the client this happened and now the motion state of those implied is that because i don't get what ...
- Thu Sep 04, 2014 2:14 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Simplified Convex Decomposition Demo
- Replies: 6
- Views: 8558
Re: Simplified Convex Decomposition Demo
I had similar issues with the HACD and no answer so I just let it go but if any one could help that would be great
- Thu Aug 28, 2014 12:31 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Kinematic with collision
- Replies: 4
- Views: 5060
Re: Kinematic with collision
attach it with a constain like in the ragdoll example and use forces to control it
- Wed Aug 27, 2014 11:30 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Kinematic with collision
- Replies: 4
- Views: 5060
Re: Kinematic with collision
a kinematic is an object that will not respond to collision
so you could emulate it like it's done in the kinematic controller
or you could use a dynamic object and control it using forces
so you could emulate it like it's done in the kinematic controller
or you could use a dynamic object and control it using forces
- Mon Aug 18, 2014 8:53 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Scale Scale Scale (Translating Floats To Real-World Units)
- Replies: 3
- Views: 6202
Re: Scale Scale Scale (Translating Floats To Real-World Unit
if you are using bullet double precision you can technicaly fit a somewhat realistically sized solar system using 1 = 1 meter
but ya what ever float your boat as long as the floating point error does not get in your way
how ever irrlicht will really not like you at this scale
but ya what ever float your boat as long as the floating point error does not get in your way
how ever irrlicht will really not like you at this scale