Search found 51 matches
- Thu Nov 15, 2018 7:11 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: printStats()
- Replies: 9
- Views: 6843
Re: printStats()
For multi-threading you need to compile using BT_ENABLE_THREADSAFE and use btCollisionDispatcherMt and btDiscreteDynamicsWorldMt. It seems quite a bit more involved than just switching out those classes. If you do only that: Assertion `gBtTaskScheduler != NULL' failed. It looks like all the task ma...
- Thu Nov 15, 2018 3:25 am
- Forum: General Bullet Physics Support and Feedback
- Topic: printStats()
- Replies: 9
- Views: 6843
Re: printStats()
Thanks. If the C Flags need to be present in both lib and app, and need to be consistent, then a possible way to guarantee that is to have pkg-config handle it. Currently it does not: $ pkg-config --cflags bullet -I/usr/local/include/bullet -I/usr/local/include I would help you add it, but I am not ...
- Thu Nov 15, 2018 1:32 am
- Forum: General Bullet Physics Support and Feedback
- Topic: printStats()
- Replies: 9
- Views: 6843
Re: printStats()
>It looks like you got inspired by Dennis Gustafsson What Dennis does is pretty much higher magic :-) The most impressive game tech I ever saw. My inspiration is bringing this 2D game into the third dimension: https://twitter.com/BramStolk/status/1051212736359673856 I'm beginning to think I underes...
- Wed Nov 14, 2018 9:48 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: printStats()
- Replies: 9
- Views: 6843
Re: printStats()
Thank you Erwin, That's useful to know. I guess the broadphase works well enough. For this scene: https://pbs.twimg.com/media/Dr_odHZVAAAoHdv.jpg I get: numobj: 178 numpairs: 1245 maxpairs: 31684 pairs per obj: 7.0 percentage: 3.9 So every object is tested, on average against 7 others. It's hard to ...
- Wed Nov 14, 2018 6:06 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: printStats()
- Replies: 9
- Views: 6843
printStats()
I am trying to improve the performance of the collision testing. So a good place to start would be to see how effective the broadphase is. I tried calling: virtual void btBroadphaseInterface::printStats() But I see nothing in stdout, when I call this? I've tried it with btAxisSweep3 and btDbvtBroadp...
- Fri Nov 09, 2018 7:07 am
- Forum: General Bullet Physics Support and Feedback
- Topic: MT collision testing
- Replies: 0
- Views: 2467
MT collision testing
With Linux perf tool, I see that my sim spends roughly the same amount of time in performDiscreteCollisionDetection() and solveConstraints() function. I found SimulationIslandManagerMt which I assume will speed up the latter. But what about collision testing? Can that be done in parallel as well?
- Fri Nov 02, 2018 5:25 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Dramatic slow down when using SAT convex.
- Replies: 5
- Views: 4334
Re: Dramatic slow down when using SAT convex.
Works beautifully now: https://youtu.be/D57gCD78YpI Nice to see that the sim is deterministic too! On my machine I see a factor 15 between the performance of single-contact versus SAT. 6ms versus 90ms or so. But the non-SAT version seems quite usable. Thanks, Erwin. PS: I've send you a pull request ...
- Fri Nov 02, 2018 3:52 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Dramatic slow down when using SAT convex.
- Replies: 5
- Views: 4334
Re: Dramatic slow down when using SAT convex.
>> Any idea why the fragments dance around like that? Perhaps the vertices are not centered around the origin? The center of mass needs to be at [0,0,0]. Argh, YES, thank you. I had added the fall height to the shape verts, instead of the body world tramsform. It all makes sense now. Thanks again.
- Thu Nov 01, 2018 8:56 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Procedural Destruction of convex shapes.
- Replies: 4
- Views: 48388
Procedural Destruction of convex shapes.
Procedural destruction of convex shapes using Voronoi, at 240Hz simulation rate.
https://youtu.be/41kVpew8iTI
I am happy with the stability of convex/convex intersections. Performance needs more work, as it goes below 30 fps.
https://youtu.be/41kVpew8iTI
I am happy with the stability of convex/convex intersections. Performance needs more work, as it goes below 30 fps.
- Thu Nov 01, 2018 7:24 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Dramatic slow down when using SAT convex.
- Replies: 5
- Views: 4334
Re: Dramatic slow down when using SAT convex.
Thanks Erwin, For proper benchmarking, I switched to Release. I also decided to add a new Benchmark demo to your Example Browser for this purpose. https://pbs.twimg.com/media/Dq8LAyVUwAATrrK.png I've added it, but the results are puzzling to me: https://youtu.be/YrcxyKLkBcE I've gone over the code m...
- Thu Nov 01, 2018 5:24 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Spatial query of the world
- Replies: 4
- Views: 5467
Re: Spatial query of the world
Thanks Erwin, not sure why I missed that. I implemented the sphere test, and it works, but there is a problem with filtering. I don't get all collision objects. Only the ones in group 0x1. I use this code: btSphereShape sph( radius ); btCollisionObject obj; obj.setCollisionShape( &sph ); obj.set...
- Thu Nov 01, 2018 3:05 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Dramatic slow down when using SAT convex.
- Replies: 5
- Views: 4334
Dramatic slow down when using SAT convex.
First things first: Amazing job on Bullet! I find the convex collisions a lot more stable and accurate than what I get on OpenDE. The bad news is that the performance seems to be a lot lower, as seen in this video: https://www.youtube.com/watch?v=PiMK5A24dkE&feature=youtu.be When I use btDispatc...
- Wed Oct 31, 2018 11:20 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Spatial query of the world
- Replies: 4
- Views: 5467
Spatial query of the world
I am trying to find out what collision objects are in the neighbourhood of a location in the world. Is there a way to do a quick query, or collision test of sphere versus world? I need the query only on mouse clicks, so prefer not to add an object to my world permanently to do this, as it's just a o...
- Sat Oct 11, 2014 6:32 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Why two pivot specs?
- Replies: 2
- Views: 3883
Re: Why two pivot specs?
Thanks Erwin,
Please note that btHinge2Constraint() deviates from this, and seems to follow OpenDE's use of global axes instead?
Please note that btHinge2Constraint() deviates from this, and seems to follow OpenDE's use of global axes instead?
Code: Select all
btHinge2Constraint(btRigidBody& rbA, btRigidBody& rbB, btVector3& anchor, btVector3& axis1, btVector3& axis2);
- Fri Oct 10, 2014 6:23 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Spherical rigid body will not stop rolling?
- Replies: 2
- Views: 4044
Re: Spherical rigid body will not stop rolling?
My radius is 0.05 but changing it to 1.0 did not help.Erwin Coumans wrote:What is the radius of the sphere? Have you compared your setup with the Bullet/Demos/RollingFrictionDemo?
Thanks!
Erwin
I don't see any obvious differences in setup with the rolling friction demo.