Search found 4221 matches

by Erwin Coumans
Mon Jan 30, 2006 6:22 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Havok GPU Physics at GDC 2006
Replies: 0
Views: 3953

Havok GPU Physics at GDC 2006

Looks like we finally get to see some gpgpu physics: http://www.cmpevents.com/GD06/a.asp?option=C&V=11&SessID=2113 Havok FX・ GPU-accelerated Physics for PC Games Speaker: Andrew Bond Date/Time: Thursday (March 23, 2006) 4:00pm ? 5:00pm Track: Game Design Format: 60-minute Sponsored Session E...
by Erwin Coumans
Sat Jan 28, 2006 5:12 pm
Forum: General Bullet Physics Support and Feedback
Topic: step after closest point detection??
Replies: 2
Views: 9596

There are roughly 2 different ways you can tackle the contact manifold generation: incrementally, or at once. For incrementally: Basically you need a couple of things: every collision step: 1) calculate a new closest point (vclip, or other algo like gjk) 2) check if this point is already in the cont...
by Erwin Coumans
Wed Jan 25, 2006 6:30 pm
Forum: Physics authoring tools, serialization, standards and related topics
Topic: Blender 2.41 with improved Bullet physics and GLSL shaders
Replies: 0
Views: 4684

Blender 2.41 with improved Bullet physics and GLSL shaders

The new official 2.41 Blender release is out now: http://www.blender3d.org. It has support for OpenGL GLSL vertex and fragment shaders, Blender Materials and multi viewport. Get the full 2.41 demos here (includes extras like Domino demo, GLSL pond): http://www.continuousphysics.com/ftp/pub/test/inde...
by Erwin Coumans
Wed Jan 25, 2006 5:53 pm
Forum: Physics authoring tools, serialization, standards and related topics
Topic: Race car driving
Replies: 2
Views: 6436

Re: Race car driving

Is there any way to make a realistic car driving game. It would be great to run into piles of boxes. Only bullet physcis works for boxes. It would be possible doing in Python, within Blender. I will prototype some vehicle for next release (2.42?). So built-in vehicle support will be added soon. Erwin
by Erwin Coumans
Fri Jan 20, 2006 5:52 am
Forum: Physics authoring tools, serialization, standards and related topics
Topic: Friction
Replies: 2
Views: 5678

the material settings for friction do have an impact. Make it really small for both objects, to see the effect.
by Erwin Coumans
Fri Jan 20, 2006 5:51 am
Forum: Physics authoring tools, serialization, standards and related topics
Topic: How do I prevent deactivation?
Replies: 2
Views: 5137

run in a python script at least once for the game, and add

import PhysicsConstraints
PhysicsConstraints.setDeactivationTime(0.0)

That should do the job. See the 'debug' script in jenga7.blend as an example.
by Erwin Coumans
Thu Jan 19, 2006 5:47 pm
Forum: Physics authoring tools, serialization, standards and related topics
Topic: Domino
Replies: 2
Views: 5927

Bullet (as well as some other commercial physics engines, although a bad excuse) has some hard limits. Knowing them is crucial to use the physics engine successfully. Basically dynamic objects smaller then say 0.30 units in any direction will fail. This is because there is a tolerance/margin of 0.06...
by Erwin Coumans
Sat Jan 14, 2006 11:28 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Convex Collision Detection for Rigid Body Physics on GPU?
Replies: 3
Views: 7147

Re: Convex Collision Detection for Rigid Body Physics on GPU

In a nutshell, there are optimizations for complex shapes, by porting BVH to the GPU, and Cullide. However I haven't seen basic convex collision detection on GPU. Signed Distance Maps on GPU, or other solutions? Perhaps Christer Ericson has some knowledge on the subject for us (you know, since he's...
by Erwin Coumans
Sat Jan 14, 2006 11:13 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Interval arithmetic, interpenetration, repositioning
Replies: 8
Views: 14577

Re: Interval arithmetic, interpenetration, repositioning

Hello all. I guess this question seems relevant mostly to Redon, but since I'm a newbie I believe almost anyone will be able to resolve my confusion. I'll ask if Stephane Redon is available for some feedback. 1. I use interval arithmetic for continuous collision detection. However, I don't use scre...
by Erwin Coumans
Wed Jan 11, 2006 1:47 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Convex Collision Detection for Rigid Body Physics on GPU?
Replies: 3
Views: 7147

Convex Collision Detection for Rigid Body Physics on GPU?

Posted this already on gpgpu.org http://www.gpgpu.org/forums/viewtopic.php?t=1877 In a nutshell, there are optimizations for complex shapes, by porting BVH to the GPU, and Cullide. However I haven't seen basic convex collision detection on GPU. Signed Distance Maps on GPU, or other solutions? Anyone...
by Erwin Coumans
Sat Jan 07, 2006 9:37 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Sweep and Prune - Implementation
Replies: 7
Views: 13269

I'm not convinced about Java's performance and memory access, but apart from that: A good description of a fast implementation of the Sweep and Prune broadphase can be found in Gino van den Bergen's book on collision detection: http://www.dtecta.com and http://www.amazon.com/exec/obidos/tg/detail/-/...
by Erwin Coumans
Fri Jan 06, 2006 5:32 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Projected Gauss Seidel patent and other physics patents
Replies: 19
Views: 32915

I appreciate and respect all contributions. Therefore no post have been removed, only split. Antonio asked to have the topic split into patent-related posts and pgs-impulse comparison posts. This is what I did. See this post: http://www.continuousphysics.com/Bullet/phpBB2/viewtopic.php?t=208 I remov...
by Erwin Coumans
Wed Jan 04, 2006 4:50 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Projected Gauss Seidel patent and other physics patents
Replies: 19
Views: 32915

Being optimistic i guess that the patent is more related to the specific PGS Richard developed, which involves some clever optimisations we now know well about. Well, the patent describes exactly the implementation and optimizations used in the fast iterative quickstep solver in ODE, as well as the...
by Erwin Coumans
Wed Jan 04, 2006 3:39 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Projected Gauss Seidel patent and other physics patents
Replies: 19
Views: 32915

Wow this is outrageous and disgusting. Projected Guass Seidel is been used by mostly all real-time physics engines since they became a software commodity. I used to work with Math Engine before it when under and the last incarnation implemented the same method and it was called the Arthur Solver, r...
by Erwin Coumans
Tue Jan 03, 2006 8:32 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Projected Gauss Seidel patent and other physics patents
Replies: 19
Views: 32915

Projected Gauss Seidel patent and other physics patents

Did you know about this Ageia patent that describes Projected Gauss Seidel used to solve rigidbody dynamics lcp's? It's here: http://appft1.uspto.gov/netacgi/nph-Parser?Sect1=PTO2&Sect2=HITOFF&p=1&u=%2Fnetahtml%2FPTO%2Fsearch-bool.html&r=3&f=G&l=50&co1=AND&d=PG01&...