Search found 231 matches

by bone
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.
by bone
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.
by bone
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.
by bone
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.
by bone
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 ...
by bone
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 ...
by bone
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 ...
by bone
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...
by bone
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...
by bone
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...
by bone
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."
by bone
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?
by bone
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...
by bone
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...
by bone
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,...