Search found 95 matches

by DevO
Fri Sep 28, 2007 4:26 pm
Forum: General Bullet Physics Support and Feedback
Topic: synchronizeMotionStates() Problem.
Replies: 2
Views: 4023

synchronizeMotionStates() Problem.

Hello, I have noticed jumping of the body after it goes sleep. The problem seems to be in body->getInterpolationWorldTransform() with will be probable still changed after body goes sleep or something similar. But after this changes in btDiscreteDynamicsWorld::synchronizeMotionStates() the problem se...
by DevO
Sat Sep 22, 2007 11:59 am
Forum: General Bullet Physics Support and Feedback
Topic: About GIMPACT 0.2 and DevO test demo
Replies: 2
Views: 3829

Re: About GIMPACT 0.2 and DevO test demo

Hi. Now I am confusing. I agree this is wrong. But if I change it like this, then there it still no change in simulation speed. /// Create Torus Shape { m_indexVertexArrays = new btTriangleIndexVertexArray (NUM_TRIANGLES, &gIndices[0][0], 3*sizeof(int), NUM_VERTICES, (Real*) &gVertices[0],si...
by DevO
Wed Sep 19, 2007 1:49 pm
Forum: General Bullet Physics Support and Feedback
Topic: GIMPACT v 0.2 Released
Replies: 17
Views: 20727

Re: GIMPACT v 0.2 Released

Well if you need some other examples just ask for it. Wit system are you using for testing ??? I am working on Win64 and this example run 2x faster if compiled for x64. Suggestion, can you please add GIMPACT 0.1 like collision to 0.2 !? May be as separate class, so it can changed during runtime for ...
by DevO
Tue Sep 18, 2007 10:47 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet on GPU
Replies: 129
Views: 1207741

Re: Bullet on GPU

Hello!! What is the status of Bullet on GPU? Is this development stopped now??? Another a bit of topic question. What is about freeglut, does it work well on Win64??? I was able to compile it after only one change in code for Win64. http://freeglut.sourceforge.net/ Why Bulet does not use freeglut?
by DevO
Tue Sep 18, 2007 5:33 pm
Forum: General Bullet Physics Support and Feedback
Topic: Overflow in AABB
Replies: 3
Views: 3671

Re: Overflow in AABB

Hello, Are you using bt32BitAxisSweep3 ??? If yes then try to replace this line in btAxisSweep3.cpp :btAxisSweep3Internal<unsigned int>(worldAabbMin,worldAabbMax,0xfffffffe,0x7fffffff,maxHandles,pairCache) with this one :btAxisSweep3Internal<unsigned int>(worldAabbMin,worldAabbMax,0xeffffffe,0xeffff...
by DevO
Tue Sep 18, 2007 5:27 pm
Forum: General Bullet Physics Support and Feedback
Topic: GIMPACT v 0.2 Released
Replies: 17
Views: 20727

Re: GIMPACT v 0.2 Released

Hello León! Thanks for this!!! This seems to make GIMPACT-0.2 behavior just like GIMPACT-0.1 ! Unfortunately GIMPACT-0.2 is still about 4 times slower as 0.1 ! Please look at this demo GimpactTestDemo_DevO_09.18.2007.zip Replace btGImpactShape.h with on from this ZIP and look how it works then. With...
by DevO
Tue Sep 11, 2007 1:22 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet 2.58 Crash and pool problems.
Replies: 10
Views: 7759

Re: Bullet 2.58 Crash and pool problems.

Thanks!!!
Now it seems to work well!

Capsule seems to work too for me, but it is a bit modified.

regards,
DevO
by DevO
Mon Sep 10, 2007 8:19 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet 2.58 Crash and pool problems.
Replies: 10
Views: 7759

Re: Bullet 2.58 Crash and pool problems.

Thanks this solve the problem with btPoolAllocator! I was using GIMPACT 0.1 with old allocator. Why did you need to change the mask/sentinel exactly? This was another problem with 32bit version of AxisSweep3 and ground plane with maximum size. After quantization the integer values are wrong and ther...
by DevO
Mon Sep 10, 2007 6:44 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet 2.58 Crash and pool problems.
Replies: 10
Views: 7759

Re: Bullet 2.58 Crash and pool problems.

First problem is with btPoolAllocator and this assert btAssert((unsigned char*)ptr >= m_pool && (unsigned char*)ptr < m_pool + m_maxElements * m_elemSize); Can you please provide the full callstack for this assert? Here is the full callback of btPoolAllocator problem. btPoolAllocator::free(...
by DevO
Mon Sep 10, 2007 5:36 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet 2.58 Crash and pool problems.
Replies: 10
Views: 7759

Re: Bullet 2.58 Crash and pool problems.

I have now replaced btSequentialImpulseConstraintSolver::solveGroupCacheFriendly() function with old one from 2.56 and it work as well!!! Increasing memory seems to NOT help. One problem that I have found now is that btPoolAllocator created in btCollisionDispatcher::btCollisionDispatcher() will neve...
by DevO
Mon Sep 10, 2007 4:35 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet 2.58 Crash and pool problems.
Replies: 10
Views: 7759

Bullet 2.58 Crash and pool problems.

First thanks for the new Bullet 2.58!!! Unfortunately it does crash in some cases! First problem is with btPoolAllocator and this assert btAssert((unsigned char*)ptr >= m_pool && (unsigned char*)ptr < m_pool + m_maxElements * m_elemSize); Second is in btSequentialImpulseConstraintSolver::sol...
by DevO
Tue Aug 21, 2007 4:58 pm
Forum: Release Announcements
Topic: Bullet 2.56: parallel constraint solver, SPU & multicore
Replies: 3
Views: 47579

Thanks for this release!!!!

Are there any examples how to use Bullet in parallel?

Is it difficult to use custom portable thread system with Bullet?
Because for now it seems to support only Win32, how about Win64, Mac, Linux????
by DevO
Tue Aug 21, 2007 4:54 pm
Forum: General Bullet Physics Support and Feedback
Topic: GIMPACT v 0.2 Released
Replies: 17
Views: 20727

Hi, thanks for you reply! I have made my last tests with new Bullet 2.56 and fixed GIMPACT 0.2 but it unfortunately still do not work like version 0.1 . May this support of both sides collision with triangles makes problems in simulating solid shapes. For now Bullet is great for simulating solid not...
by DevO
Sun Aug 19, 2007 3:50 pm
Forum: General Bullet Physics Support and Feedback
Topic: GIMPACT v 0.2 Released
Replies: 17
Views: 20727

In GIMPACT 0.1 margin seems to be used to increase Bounding Box but not Triangle vs Triangle collision, is this correct? In GIMPACT 0.2 margin seems to be used to do Triangle vs Triangle collision but not Bounding Box intersection???? Simple test: Create static GIMPACT 0.2 Box 2x2x2 ! Create static ...
by DevO
Sat Aug 18, 2007 7:04 pm
Forum: General Bullet Physics Support and Feedback
Topic: GIMPACT v 0.2 Released
Replies: 17
Views: 20727

Yes in my test GIMPACT 0.2 still fail and do not collide as excepted. The performance in my test on 64-Bit CPU is ~4 times slower as GIMPACT 0.1 I have simple scene with 5 torus chains and in every chain there are 18 torus . With GIMPACT 0.1 the chains can be rolled without any breaks. With GIMPACT ...