Search found 84 matches
- Wed Dec 23, 2015 10:09 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Modelling a gyroscope in Bullet
- Replies: 7
- Views: 11361
Re: Modelling a gyroscope in Bullet
I don't have the SDK here to check the details, but don't use BT_ENABLE_GYROSCOPIC_FORCE_EXPLICIT as this will require a very small timestep to be accurate - use one of the implicit options.
- Thu Dec 10, 2015 6:04 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Collision response - solver, penetration recovery
- Replies: 21
- Views: 47083
Re: Collision response - solver, penetration recovery
For error correction, look up "split impulses". This allows overlap to be corrected without adding momentum to the system (i.e. a sphere that starts slightly below the floor will pop up to the level of the floor in one update, but it won't do so in a way that makes it continue to move upwa...
- Wed Sep 16, 2015 7:51 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Dobot was featured on the Popular section!
- Replies: 0
- Views: 30715
Re: Dobot was featured on the Popular section!
Does it use Bullet in some way?
- Tue May 05, 2015 1:44 pm
- Forum: Release Announcements
- Topic: Bullet 2.83 released on github: Example Browser, URDF
- Replies: 8
- Views: 111758
Re: Bullet 2.83 released on github
The feature to include the gyro terms in the solver is excellent - it turns out to be really important for correct simulation of aircraft spins and snap rolls etc, so much appreciated. I'll post a video of it in my R/C flight sim shortly.
Thanks - Danny
Thanks - Danny
- Wed Feb 11, 2015 10:29 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Scientific and Technical Academy Award for Bullet Physics!
- Replies: 8
- Views: 11596
Re: Scientific and Technical Academy Award for Bullet Physic
Congratulations, and thanks from me for Bullet and all your efforts with it.
- Tue Sep 30, 2014 3:29 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: sailplane RigidBody wheel - constraint setup
- Replies: 10
- Views: 11298
Re: sailplane RigidBody wheel - constraint setup
In summary: It seems, constraints can't transfer forces between bodies, this is task for user, right? It sounds to me like a bug in the constraint, or in the way that constraints are solved. If you have two bodies that are connected together by a hard constraint (you say linear limit is zero), then...
- Fri Sep 26, 2014 2:00 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: sailplane RigidBody wheel - constraint setup
- Replies: 10
- Views: 11298
Re: sailplane RigidBody wheel - constraint setup
DannyChapman: However...do You think, Bullet doesn't affect constraints by external forces? Is it possible? I would make a test (e.g. hijack one of the bullet samples): Create two dynamic boxes (A and B), unit mass, zero damping, zero gravity, no static geometry. Make them not collide. Attach them ...
- Fri Sep 26, 2014 9:27 am
- Forum: General Bullet Physics Support and Feedback
- Topic: sailplane RigidBody wheel - constraint setup
- Replies: 10
- Views: 11298
Re: sailplane RigidBody wheel - constraint setup
I wonder if the wheel and airframe have got different values for m_linearDamping (in the rigid body construction). If so then this would drive them apart. However, I suspect this isn't it, looking at the video again, and how the displacement happens - the wheel isn't lagging behind the airframe due ...
- Tue Jun 17, 2014 10:32 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Constraint of multiple objects?
- Replies: 4
- Views: 11584
Re: Constraint of multiple objects?
The 6DOF joint in PhysX is asymmetric (I find this bizarre) - it will generally be more effective if the first actor in the pair is the heavier one. This might be true of the distance constraint too. One problem that you may have is that the constraints are generating more angular motion than is des...
- Fri Apr 25, 2014 11:21 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btHeightfieldTerrainShape unusable
- Replies: 2
- Views: 4006
Re: btHeightfieldTerrainShape unusable
The only problems (with v2.81) I've had are: - tunnelling when the velocity is high (to be expected) - hitting internal triangle edges (not a big deal for me - and probably solvable anyway) - performance problems due to missing broad-phase tests, resulting in more low-level tests than necessary (I h...
- Thu Apr 24, 2014 3:38 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bumpy HeightField
- Replies: 1
- Views: 3287
Re: Bumpy HeightField
It will be collisions with the internal edges of the heightfield. I don't have the solution immediately to hand, but this will hopefully be enough to get you started - e.g. I'm pretty sure Erwin posted some code a while ago that flags/removes internal edges from a triangle mesh. Not sure how that wo...
- Wed Mar 19, 2014 12:30 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Optimal way to detect collisions.
- Replies: 11
- Views: 12886
Re: Optimal way to detect collisions.
The heightmap because of it's regularity is pretty efficient already I'm afraid that's not quite correct. When colliding an object against the heightmap, the code does an AABB test with the heightmap's whole AABB, and then if that passes it does low level tests against all the heightmap triangles i...
- Mon Mar 17, 2014 2:09 pm
- Forum: Career Opportunities
- Topic: Physics/animation engineer position @ NaturalMotion
- Replies: 8
- Views: 57382
Re: Physics/animation engineer position @ NaturalMotion
PM sent...spidersharma wrote: I had applied for the given position in Jan on Natural motion web site, however there is no reply on that.
- Wed Feb 05, 2014 12:06 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Continuous distance function
- Replies: 2
- Views: 7208
Re: Continuous distance function
If performance isn't a concern, you could calculate the Minkowski difference between the polyhedra and then use your generalized barycentric coordinates to get a distance measure between that and the origin which, as you say, will have a well defined derivative, and will handle overlap/separation. B...
- Thu Jan 16, 2014 4:09 pm
- Forum: Career Opportunities
- Topic: Physics/animation engineer position @ NaturalMotion
- Replies: 8
- Views: 57382
Re: Physics/animation engineer position @ NaturalMotion
I would recommend using the links in the first post to contact them directly, I doubt they are monitoring this forum post. Actually I'm a regular here, but it's true you're best off contacting us through our website. For the right applicant we'd jump through whatever hoops are necessary/practical, ...