Search found 4221 matches
- Sun Jul 31, 2005 7:13 am
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Bullet How-To?
- Replies: 3
- Views: 8420
Bullet is disabled by default, because the blender buildsystem for scons and Makefiles is not updated yet. Can you try to enable #USE_BULLET in blender\source\gameengine\Ketsji\KX_ConvertPhysicsObject.h just add an extra line #define USE_BULLET 1 in that headerfile. at the moment it is only enabled ...
- Fri Jul 29, 2005 6:41 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: new alpha version Bulletblender 2005 july 31
- Replies: 1
- Views: 6789
new alpha version Bulletblender 2005 july 31
New Bulletblender 2005 july 31, version in the middle of some changes and lots of debugging. don't expect anything. perhaps the friction is hooked up, not sure :) http://www.continuousphysics.com/ftp/pub/test/ http://www.continuousphysics.com/ftp/pub/test/index.php?dir=&file=bulletblender31july2...
- Fri Jul 29, 2005 10:15 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet SimpleConstraintSolver
- Replies: 0
- Views: 5554
Bullet SimpleConstraintSolver
About the Bullet SimpleConstraintSolver: The solver uses a Propagation Method, from Baraff "Analytical Methods for Dynamic Simulation of Non-penetrating Rigid Bodies". Bullet SimpleConstraintSolver applies penalty impulses to recover from penetration. http://www-2.cs.cmu.edu/~baraff/papers...
- Fri Jul 29, 2005 8:39 am
- Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
- Topic: Physics engine list, books, PhD thesis, on-line resources
- Replies: 11
- Views: 192054
Physics engine list, books, PhD thesis, on-line resources
Alfabetical list of available collision detection and physics engines , categorized on license type. Send a message to this forum to add a link here. See also this physics simulation package collection by Adrian Boeing or the list of physics engines at Digital Rune ZLib license, Open Source, free fo...
- Thu Jul 28, 2005 10:53 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: 100% guarantee non-interpenetration physics ?
- Replies: 4
- Views: 16627
100% guarantee non-interpenetration physics ?
Yes, plus using continuous collision detection typically reduces the number of contact points greatly, because you maintain the objects slightly separated, and because at most 6 contacts points can be independent between any two objects (since there are six degrees of relative freedom) :-) I discus...
- Wed Jul 27, 2005 4:58 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: How to handle large mass ratios ?
- Replies: 7
- Views: 20143
- Tue Jul 26, 2005 10:26 pm
- Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
- Topic: Tomohide Kano demo
- Replies: 3
- Views: 9154
Tomohide Kano demo
About 5 years ago, 2000, Tomohide Kano from Japan made this nice demo:
http://www.continuousphysics.com/p/tomo ... ody105.zip
http://www.continuousphysics.com/p/tomo ... ody105.zip
- Tue Jul 26, 2005 10:06 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: How to handle large mass ratios ?
- Replies: 7
- Views: 20143
How to handle large mass ratios ?
Iterative solvers are very popular nowadays. However most methods don't copy well with large mass ratios. How do people deal with this ? Perhaps an LCP version of conjugate gradient may be the answer to this. Someone on the list mentioned PCG which may be what I'm looking for. Any good references on...
- Tue Jul 26, 2005 10:02 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: A few questions about iterative solver...
- Replies: 4
- Views: 15999
That's a surprise! Maybe I'm mistaken on the solver class name but are you talking about matrix based solvers? I thought they were especially good at that. For example, my current implementation is unable to handle a 50kg crate sitting on a 500g book with 24 iterations over the contact list (slowly...
- Tue Jul 26, 2005 9:47 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Forum Guidelines: respect, no radical postings, no flame war
- Replies: 0
- Views: 72636
Forum Guidelines: respect, no radical postings, no flame war
Please keep this forum enjoyable
1) don't invite flame wars by intentional radical postings
2) physics engine comparisons belong in a special category
1) don't invite flame wars by intentional radical postings
2) physics engine comparisons belong in a special category
- Tue Jul 26, 2005 9:21 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: A few questions about iterative solver...
- Replies: 4
- Views: 15999
As an introduction (and a shameless plug) I'll post here what I've done so far on the subject. I do post my progress on Gamedev quite frequently so it might not be new stuff: -Physics WIP- The demo looks very nice, and the stack very high. 1) Do iterative solvers eliminate all drift and jittering o...
- Tue Jul 26, 2005 11:55 am
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: New Bullet jenga demo (windows only)
- Replies: 7
- Views: 14839
brute force place holders: penetration depth estimation
The jenga stack was supposed to show fairly stable stacking of convex objects, with no deactivation. This means GJK and contact manifold generation :wink: The current Bullet implementation has a few place holders that are brute force implemented. For example no real broadphase yet, no kdop tree yet,...
- Tue Jul 26, 2005 11:45 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: How to create the contact manifold ?
- Replies: 15
- Views: 47297
Thanks Stephane, There are still quite a few unknowns that one has to solve for a working implementation: - how do you determine the distance of the contact points ? Do you use discrete collision detection for that ? Or do you update the distance incrementally ? - do you convert 'distance space' int...
- Mon Jul 25, 2005 5:12 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet Continuous Collision Detection paper (draft)
- Replies: 1
- Views: 10104
Updated draft paper with more details on 2005 July 25.
http://www.continuousphysics.com/Bullet ... ection.pdf
Feedback welcome !
http://www.continuousphysics.com/Bullet ... ection.pdf
Feedback welcome !
- Mon Jul 25, 2005 4:51 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: raycast through the sweep and prune space
- Replies: 6
- Views: 17703
Although the time complexity of the Sweep and Prune (SAP) raycast is indeed O(n) for n broaphase entries, for a lot of scenes, the average time complexity for long rays that do have an early hit is much better. For both indoor scenes and city scenes, you will barely traverse the whole scene. Also, a...