Search found 231 matches
- Wed Mar 14, 2012 5:06 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: External force integration
- Replies: 1
- Views: 4318
Re: External force integration
I think your explicit scheme is supposed to be using f_n, not f_n-1. So using an external force is the same as an explicit scheme. But this might be alright if the external force isn't very high-frequency.
- Wed Feb 08, 2012 8:38 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Purpose of this sub forum
- Replies: 3
- Views: 5707
Re: Purpose of this sub forum
It's true, people aren't interpreting 'General' as truly general, but rather general within the context of Bullet. OTOH, something like "General (Non-Bullet Specific) Discussion about Collision Detection and Physics R&D" is a bit long.
- Mon Jan 23, 2012 3:21 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Cloth collision detection-What is the currnt stateof the art
- Replies: 12
- Views: 22564
Re: Cloth collision detection-What is the currnt stateof the
I was just at the OpenCL site the other day, and I think they have an example program for cloth simulation, but I didn't note if it involved collision.
- Mon Jan 23, 2012 3:19 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Computing plane for polygon, minimize floating point error
- Replies: 3
- Views: 5885
Re: Computing plane for polygon, minimize floating point err
I think the idea you are looking for is the "least squares plane fit" - you might do a Google search for that. I know David Eberly, for one, had a fairly simple code snippet for finding it. If you can't find it, I may be able to dig it up.
- Mon Aug 22, 2011 3:36 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: help: collision: finding "first-contact" time and positions
- Replies: 3
- Views: 6429
Re: help: collision: finding "first-contact" time and posit
I assume everyone who ever faces collision detection and response encounters this same problem. Yup. First off: a fractional rotation using matrices would usually involve converting the 3x3 matrix into a quaternion or axis&angle. Apply the fraction there, and then convert back to the matrix. I ...
- Wed Jun 01, 2011 2:05 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: deterministic physics using a fixed-point conversion buffer
- Replies: 6
- Views: 11058
Re: deterministic physics using a fixed-point conversion buf
That's a good question. I'm not sure about all compilers and platforms, but at least the MS compilers on PCs have a 'strict' floating point mode which gives up a little performance to ensure IEEE standards. And I don't actually know if this makes it deterministic or not. At some point I came across ...
- Wed May 25, 2011 3:16 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: deterministic physics using a fixed-point conversion buffer
- Replies: 6
- Views: 11058
Re: deterministic physics using a fixed-point conversion buf
I understood where you were going with that, but the problem is the "butterfly effect". A small difference early that may be easily filtered out by the conversion can still lead to a big difference later that cannot. EDIT: and I might note that most accelerated floating-point calculations ...
- Tue May 24, 2011 6:19 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: deterministic physics using a fixed-point conversion buffer
- Replies: 6
- Views: 11058
Re: deterministic physics using a fixed-point conversion buf
there really aren't any truly deterministic (that is to say deterministic across platforms/architectures/compilers) 3D physics engines out there ... due to floating point calculations, right? The physics engine would be free to perform its calculations with hardware-accelerated floating point value...
- Fri May 06, 2011 1:50 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Alternative to symplectic euler?
- Replies: 1
- Views: 3508
Re: Alternative to symplectic euler?
I could be wrong, but I think you have to solve the constraints at the acceleration level rather than the velocity level if you want to use a generic integration scheme. Presumably, it's because solving constraints at the velocity level interferes with the normal generic integration of velocity, whi...
- Mon Mar 21, 2011 1:50 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Is the international units used in Bullet physics?
- Replies: 5
- Views: 9461
Re: Is the international units used in Bullet physics?
Is the international units (meter, Newton, Pa) used in Bullet Physics? Thank you. Yes. I have faced only the problem determining btRotationalLimitMotor::m_MaxMotorForce units. In my experiments the unit is not "Newton * meter". I will be very appreciated if someone explains the meaning an...
- Wed Feb 16, 2011 2:25 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: newton is open source now!
- Replies: 5
- Views: 18222
Re: newton is open source now!
Can anyone summarize in a sentence or two what exactly the Newton solver does? From their main page, it says, "Our engine implements a deterministic solver, which is not based on traditional LCP or iterative methods, but possesses the stability and speed of both respectively."
- Thu Jan 13, 2011 6:04 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Frame Synchronisation Issues
- Replies: 9
- Views: 6826
Re: Frame Synchronisation Issues
I don't immediately spot a problem there. But my question was how the interpolation was done. What uses the interpolation parameter and how does it?
- Mon Jan 10, 2011 2:34 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Frame Synchronisation Issues
- Replies: 9
- Views: 6826
Re: Frame Synchronisation Issues
So I limited the game to 60 fps and did as you said: : : It doesnt seem like the time between each render is the problem :S Agreed. OK, so maybe something about the actual interpolation is going wrong (as you originally suggested). I assume from your render loop that "particles" are the o...
- Fri Jan 07, 2011 9:30 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Frame Synchronisation Issues
- Replies: 9
- Views: 6826
Re: Frame Synchronisation Issues
Yes, delta time. If indeed the problem is a slow graphics frame, the hard part will be figuring out why. I'm not a graphics expert nor do I know what you're rendering, but there's a long list of possible causes: cache misses for either RAM or video textures, vsync issues, another high-priority app r...
- Fri Jan 07, 2011 4:43 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Frame Synchronisation Issues
- Replies: 9
- Views: 6826
Re: Frame Synchronisation Issues
I'd probably log out your ETs and DTs into a file, play the game until you see the jutter, then stop and graph out the data real quick. Hopefully the jutter will stick out like a sore thumb. My experience is that (for whatever reason) you've got a slowly drawn frame with a much bigger than usual DT,...