Search found 231 matches

by bone
Mon Jan 03, 2011 3:21 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Lemke's algorithm and pivoting
Replies: 7
Views: 12663

Re: Lemke's algorithm and pivoting

Another source dealing with using Lemke to solve for Nash equilibrium suggested that you could just randomly select a pivot. Well one could store a counter for the system, always initialized to a specific value (like zero). Then every time you need to choose between pivots, increment the counter an...
by bone
Mon Dec 27, 2010 3:48 pm
Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
Topic: Release of AGX, and some new videos and stuff from Algoryx
Replies: 4
Views: 12876

Re: Release of AGX, and some new videos and stuff from Algor

Looks great! Looking forward to the paper on the constraint fluids. I believe perhaps the wire simulation might be covered in an upcoming book?
by bone
Fri Dec 17, 2010 5:57 pm
Forum: General Bullet Physics Support and Feedback
Topic: How to simulate a conveyor?
Replies: 7
Views: 16002

Re: How to simulate a conveyor?

Search for motors in Bullet.
by bone
Mon Dec 06, 2010 2:38 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Fine (Narrowphase) Collision Detection with 3D cubic curves
Replies: 3
Views: 3927

Re: Fine (Narrowphase) Collision Detection with 3D cubic cur

1) I don't know what approach is generally used for that type of collision. I have used quadric curved surfaces as height maps (with only vertical feelers), but that's much easier than the general 3-D problem, because colliding a curved surface vs. a triangle can result in multiple contact points. 2...
by bone
Wed Dec 01, 2010 2:34 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Aggressive tracking using forces
Replies: 1
Views: 2829

Re: Aggressive tracking using forces

Angular tracking is significantly more bloated and follows the same principals by trying to minimize local angular error component-wise. To clarify, you are trying to fix up actual vs. desired angular *velocity*? Or actual vs. desired orientation? Or both? I don't know if I can help, I'm not a flig...
by bone
Fri Nov 26, 2010 4:10 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: how to enumerate all contact pairs ?
Replies: 10
Views: 11645

Re: how to enumerate all contact pairs ?

I believe what you are looking for is called 'broadphase collision detection', and yes you can typically do better than the O(n^2) algorithm that you suggest, although that is always the worst case. You can probably just search for broadphase on this site to get more info. I believe Bullet uses some...
by bone
Wed Nov 24, 2010 2:56 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Understanding constraint equations
Replies: 3
Views: 4418

Re: Understanding constraint equations

To narrow it down a bit, I would probably start with the paper "Iterative Dynamics with Temporal Coherence" by Erin Catto. It's short enough to read and understand in a day, and fairly easy to implement, too. After that, I'd probably look at Kenny Erleben's thesis for more details.
by bone
Fri Oct 01, 2010 2:14 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Vehicle ContactPoint & Skiding
Replies: 1
Views: 3345

Re: Vehicle ContactPoint & Skiding

1) I don't know. 2) Looks like minor floating point round off. Depending on how you draw the skids, you probably want them to be slightly offset from the surface anyway (slightly above so there's no z-buffer artifacts). 3) Instead of using the wheel's forward vector, I would recommend using its norm...
by bone
Wed Sep 22, 2010 9:24 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Movie introduction of dVC3d (using Bullet interface).
Replies: 2
Views: 5900

Re: Movie introduction of dVC3d (using Bullet interface).

Looks good, and I'm sure we're all interested in hearing more about your new solver!
by bone
Tue Jul 27, 2010 9:16 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Pacejka formula vs surface type
Replies: 2
Views: 6034

Re: Pacejka formula vs surface type

Hi, I'm looking at this article about the Pacejka's tire model: http://www.racer.nl/reference/pacejka.htm It computes tire contact forces, but there is no mention about surface type. How to combine pacejka with the fact that it is different whether one rides on the asphalt and on the gravel? The fi...
by bone
Wed Jun 30, 2010 1:35 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Problem with the Theory of Erin Catto's paper
Replies: 4
Views: 5671

Re: Problem with the Theory of Erin Catto's paper

I think you're missing some sort of restitution coefficient (I don't remember if that is addressed in Catto's paper). With zero restitution, a.k.a. a plastic collision, the contact constraint will simply solve the impulse needed to prevent further penetration ... in other words the resulting velocit...
by bone
Fri Jun 25, 2010 7:33 pm
Forum: General Bullet Physics Support and Feedback
Topic: Gears simulation with Bullet
Replies: 17
Views: 11945

Re: Gears simulation with Bullet

Sounds good, keep up the hard work!
by bone
Mon Jun 14, 2010 9:42 pm
Forum: General Bullet Physics Support and Feedback
Topic: Gears simulation with Bullet
Replies: 17
Views: 11945

Re: Gears simulation with Bullet

about coding the pinion-pinion gear constraint, I realize that the rotation velocity vectors of the 2 pinions bodies must be expressed relative to a frame body... does it mean the constraint depends on 3 bodies?? that's funny, assuming that joint constraints usually depend on 1 or 2 bodies... It ne...
by bone
Mon Jun 14, 2010 1:32 pm
Forum: General Bullet Physics Support and Feedback
Topic: Gears simulation with Bullet
Replies: 17
Views: 11945

Re: Gears simulation with Bullet

YES! I got it! It works! I have the nonholonomic constraint for a gear made up of two wheels, and my algorithms can take care of it. I must compute another kind of gear: one part is a wheel, the other is flat, thus transforming a rotation motion in a translation, and vice versa... I can try to comp...
by bone
Fri Jun 11, 2010 1:12 pm
Forum: General Bullet Physics Support and Feedback
Topic: Gears simulation with Bullet
Replies: 17
Views: 11945

Re: Gears simulation with Bullet

Tantor wrote:... maybe the gear constraint should be computed in terms of the angular velocity vectors...
Yup.