Search found 51 matches

by bram
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...
by bram
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 ...
by bram
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...
by bram
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 ...
by bram
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...
by bram
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?
by bram
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 ...
by bram
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.
by bram
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.

Image
by bram
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...
by bram
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...
by bram
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...
by bram
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...
by bram
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?

Code: Select all

    btHinge2Constraint(btRigidBody& rbA, btRigidBody& rbB, btVector3& anchor, btVector3& axis1, btVector3& axis2);
by bram
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?

Erwin Coumans wrote:What is the radius of the sphere? Have you compared your setup with the Bullet/Demos/RollingFrictionDemo?
Thanks!
Erwin
My radius is 0.05 but changing it to 1.0 did not help.
I don't see any obvious differences in setup with the rolling friction demo.