Search found 231 matches
- 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...
- 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?
- 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.
- 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...
- 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...
- 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...
- 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.
- 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...
- 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!
- 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...
- 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...
- 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!
- 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...
- 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...
- 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
Yup.Tantor wrote:... maybe the gear constraint should be computed in terms of the angular velocity vectors...