Wait, are you doing evolutionary neural networks that are connected to sensors and emitters?
This is really cool
Search found 55 matches
- Thu Feb 09, 2012 2:15 am
- Forum: General Bullet Physics Support and Feedback
- Topic: computing work done by a btGeneric6DofConstraint?
- Replies: 4
- Views: 5521
- Mon Feb 06, 2012 11:00 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Problem compiling with #pragma cl_amd_printf
- Replies: 1
- Views: 3098
Re: Problem compiling with #pragma cl_amd_printf
Erwin uses an AMD system, so this might be a lack of foresight on his part.
Either way, after taking out that line, you don't seem to have any OpenCL runtime installed, or you don't have the necessary means to utilize it.
Either way, after taking out that line, you don't seem to have any OpenCL runtime installed, or you don't have the necessary means to utilize it.
- Thu Feb 02, 2012 9:43 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Beginner question, and how to "not" colide
- Replies: 1
- Views: 3696
Re: Beginner question, and how to "not" colide
If its a lazer, just use a raycasting that supports multiple results.
- Thu Feb 02, 2012 9:41 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Flexibility of Bullet API
- Replies: 1
- Views: 5657
Re: Flexibility of Bullet API
It sounds like you're looking for finite element analysis.
- Thu Feb 02, 2012 9:40 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Real-time voronoi fracture and shatter for Bullet Physics
- Replies: 45
- Views: 147584
Re: Real-time voronoi fracture and shatter for Bullet Physic
Erwin,
I think you should post your video link in the Bullet on GPU thread which has practically had no news for several years.
I think you should post your video link in the Bullet on GPU thread which has practically had no news for several years.
- Wed Feb 01, 2012 3:06 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Friction sound
- Replies: 4
- Views: 4607
Re: Friction sound
I think the source engine detects a dragging motion, and then periodically checks if its still dragging or not, so its not a continuous detection, but only once every 200ms or so.
- Mon Jan 30, 2012 4:37 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: read object from .mesh or .obj file
- Replies: 2
- Views: 5365
Re: read object from .mesh or .obj file
If you want to support many different formats, take a look at assimp. It has an easy interface for what you need.
- Fri Jan 27, 2012 5:38 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Bouncing Balls Down Stairs
- Replies: 7
- Views: 12626
Re: Bouncing Balls Down Stairs
Restitution is a ratio from 0 to 1 inclusively for how much is not absorbed by the impact.
A rubber ball might have a restitution of 0.98, while a bowling ball something like 0.02.
Perhaps look at the restitution of the other object you are hitting.
A rubber ball might have a restitution of 0.98, while a bowling ball something like 0.02.
Perhaps look at the restitution of the other object you are hitting.
- Fri Jan 27, 2012 5:24 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Dropping an object from different heights
- Replies: 8
- Views: 9193
Re: Dropping an object from different heights
Are you trying to use Bullet for scientifically accurate simulations? Its suggested not to do that, if you are. All I can offer at this time is modify the constraint solver to get the information you need. If it is the same values there as you are getting with your current implementation, then you'l...
- Fri Jan 27, 2012 5:13 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Dropping an object from different heights
- Replies: 8
- Views: 9193
Re: Dropping an object from different heights
Reducing the time step does not change how the simulation acts, only how much it is interpolated between simulation points. Those points are determined at the fixedTimeStep intervals. Try changing the hertz at which it is simulated at. stepSimulation (btScalar timeStep, int maxSubSteps=1, btScalar f...
- Fri Jan 27, 2012 5:07 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Ogre3D and bullet: plain bullet or OgreBullet ?
- Replies: 2
- Views: 4115
Re: Ogre3D and bullet: plain bullet or OgreBullet ?
If you want to have a premade solution which can possibly suit more advanced needs in the future, such as active rigid body dynamics, go with btOgre. Otherwise, if you just want to do collision detection, btOgre, or any wrapper, would bring more overhead than you need. I'd suggest making a btCollisi...
- Fri Jan 27, 2012 5:01 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Per shape collision group
- Replies: 4
- Views: 5600
Re: Per shape collision group
Only bodies can have their own contact/collision groups. Not shapes.
If you want to have different collision flags, you need to treat each desired collision group as its own possibly compound body.
Then, if you want the body to stay together, use constraints.
If you want to have different collision flags, you need to treat each desired collision group as its own possibly compound body.
Then, if you want the body to stay together, use constraints.
- Fri Jan 27, 2012 4:58 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Dropping an object from different heights
- Replies: 8
- Views: 9193
Re: Dropping an object from different heights
Forces are an acceleration, so if the force is not present, the existing force is nothing and the body is left with a velocity. As you collide and penetrate objects, the force is present that will make it no longer penetrate. I think your problem is that you are sampling at times where the ball from...
- Fri Jan 27, 2012 4:54 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Rigid body collision
- Replies: 4
- Views: 5625
Re: Rigid body collision
http://bulletphysics.com/Bullet/BulletF ... dBody.html
body->clearForces();
and then
body->applyForce(btVector3(blah,blah,blah),btvector3(0,0,0));
or
body->applyImpulse(btVector3(blah,blah,blah),btvector3(0,0,0));
body->clearForces();
and then
body->applyForce(btVector3(blah,blah,blah),btvector3(0,0,0));
or
body->applyImpulse(btVector3(blah,blah,blah),btvector3(0,0,0));
- Thu Jan 26, 2012 5:42 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: The Bullet Physics Playground
- Replies: 4
- Views: 12214
Re: My bullet-physics-playground
That's really neat!
Are you going to further this to support things like constraints?
It would be really fun to play with and prototype if one can come up with a basic scene and an interactive body.
Are you going to further this to support things like constraints?
It would be really fun to play with and prototype if one can come up with a basic scene and an interactive body.