Search found 149 matches

by MaxDZ8
Thu Jun 06, 2013 5:13 am
Forum: General Bullet Physics Support and Feedback
Topic: Debug visualization and performance
Replies: 5
Views: 8899

Re: Debug visualization and performance

Fetching dense meshes to physics? Don't do that. I still believe debug mode is sufficient. I never profiled it I admit. It just isn't hot code. It's a debug facility which is basically never run for real. Even if it takes 1 minute I'd rather have it spent on other things. That said, with bullet 3x g...
by MaxDZ8
Wed Jun 05, 2013 7:14 am
Forum: General Bullet Physics Support and Feedback
Topic: Bullet Character Controller Tutorial or Demo
Replies: 10
Views: 19525

Re: Bullet Character Controller Tutorial or Demo

I was wondering if you guys could provide some tutorials to help me figure out how to set up a kinematic character controller. Have you looked at the included CharacterDemo ? It makes a player-controlled capsule walk a map pulled out of a .bsp file. One of the problems I have understanding it is ho...
by MaxDZ8
Wed Jun 05, 2013 7:06 am
Forum: General Bullet Physics Support and Feedback
Topic: warning btCollisionDispatcher::needsCollision: static-static
Replies: 1
Views: 4050

Re: warning btCollisionDispatcher::needsCollision: static-st

If memory serves objects marked as static short-circuit processing so I'm afraid you might be doing something really odd.
Put a breakpoint there and extract some informations about the rigid bodies colliding. I never had this problem myself.
by MaxDZ8
Wed Jun 05, 2013 6:55 am
Forum: General Bullet Physics Support and Feedback
Topic: Debug visualization and performance
Replies: 5
Views: 8899

Re: Debug visualization and performance

I disagree.
Just to get things clear: immediate mode is possibly the cheapest illusion OpenGL created. D3D has banished immediate.
Turning Bullet Immediate in a buffered system is pretty easy to do in my opinion and I really don't think there's much to do here. It's a debug facility.
by MaxDZ8
Mon May 06, 2013 4:46 pm
Forum: General Bullet Physics Support and Feedback
Topic: Collision not detected sometimes
Replies: 2
Views: 3424

Re: Collision not detected sometimes

Yes, Bullet has continuous physics. It can be enabled on a per-object basis and happens to run only when a certain speed threshold is exceeded. See CCDPhysicsDemo . It basically allows you to shoot a high-speed bullet at a wall of cylinders. The speed is so massive the chance to miss is close to 100...
by MaxDZ8
Wed Feb 20, 2013 7:20 am
Forum: General Bullet Physics Support and Feedback
Topic: Collision only (no dynamics/kinematics)?
Replies: 3
Views: 3386

Re: Collision only (no dynamics/kinematics)?

What I meant: Does the colObj0Wrap parameter in the callback always represent the collision query object? I have yet to not see it to be the case. Yes, I observed the same. It clearly makes some sense after all. Adding performDiscreteCollisionDetection() after adding/removing objects from the world...
by MaxDZ8
Wed Feb 20, 2013 7:12 am
Forum: General Bullet Physics Support and Feedback
Topic: basic queries - shape representation - particle or polygon
Replies: 3
Views: 3558

Re: basic queries - shape representation - particle or polyg

Thank you very much, that's very interesting. You might also want to look at the "cascades" demo. There's a GDC paper about it and a chapter on GPU gems 3 as well. Somehow I cannot pinpoint them right now as developer.nvidia.com appears to be down. Anyway, this kind of representation is pr...
by MaxDZ8
Tue Feb 19, 2013 7:25 pm
Forum: General Bullet Physics Support and Feedback
Topic: Collision only (no dynamics/kinematics)?
Replies: 3
Views: 3386

Re: Collision only (no dynamics/kinematics)?

About btCollisionWorld::ContactResultCallback::addSingleResult What exactly does the return value do? Why would there be a pair if btManifoldPoint::getDistance() > 0? I am under the assumption that a value < 0 means that there is overlap, thus a collision. Is colObj0Wrap always the collision query ...
by MaxDZ8
Tue Feb 19, 2013 6:59 pm
Forum: General Bullet Physics Support and Feedback
Topic: basic queries - shape representation - particle or polygon
Replies: 3
Views: 3558

Re: basic queries - shape representation - particle or polyg

My understanding is that polygonal shapes are handled using Gimpact, as far as I understood, it's a polygonal library and very good at it. No idea what you mean by "use particles to represent the shape". Particle systems are soft bodies. But I don't think it's a good idea to use Bullet for...
by MaxDZ8
Tue Feb 19, 2013 6:55 pm
Forum: General Bullet Physics Support and Feedback
Topic: Best Practise: 3000 cylinders with different dimensions
Replies: 1
Views: 2285

Re: Best Practise: 3000 cylinders with different dimensions

There's btUniformScalingShape. I never used it though so I cannot say how much you're going to save. That's of course taking for granted you need this optimization in the first place.
by MaxDZ8
Tue Feb 19, 2013 6:44 pm
Forum: General Bullet Physics Support and Feedback
Topic: btKinematicCharacterController wierd when size gets larger
Replies: 9
Views: 6871

Re: btKinematicCharacterController wierd when size gets larg

I'm sorry I've grossly failed to explain myself.
I would like to replicate your experiment so I can investigate.
Do you mind sharing the code?

In the meanwhile, also try btDvbtBroadphase.
by MaxDZ8
Wed Feb 13, 2013 2:50 pm
Forum: General Bullet Physics Support and Feedback
Topic: Proximity Query - proper method?
Replies: 1
Views: 2424

Re: Proximity Query - proper method?

If you want to do it continuously (ie. each frame), using a Ghost Object is likely the way to go. To produce the results on a limited frequency, it is possible to create an ad-hoc rigid body and run btCollisionWorld::contactTest . You don't even need to add the sensor object to the world, it's very ...
by MaxDZ8
Wed Feb 13, 2013 2:47 pm
Forum: General Bullet Physics Support and Feedback
Topic: Moving controlled objects over a moving object
Replies: 2
Views: 3005

Re: Moving controlled objects over a moving object

I have experimented with this with moderately (but still far from satisfactory) results. I did maintain a list of "floors" which could move the object. A "floor transform" would be tracked and, in case of change, it would be forwarded to the resting object. Because of time restra...
by MaxDZ8
Wed Feb 13, 2013 2:42 pm
Forum: General Bullet Physics Support and Feedback
Topic: bullet as a visibility engine
Replies: 4
Views: 4915

Re: bullet as a visibility engine

Not really: the latencies involved in round-tripping makes them non-trivial to use at best. There have been a few papers on that, not to mention they burn precious batches. Add the various driver behaviours and hardware configurations and we sure have a real beast to deal with.
by MaxDZ8
Wed Feb 13, 2013 2:37 pm
Forum: General Bullet Physics Support and Feedback
Topic: btKinematicCharacterController wierd when size gets larger
Replies: 9
Views: 6871

Re: btKinematicCharacterController wierd when size gets larg

What broadphase are you using? I might want to investigate that.