Search found 4221 matches
- 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...
- 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...
- 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...
- 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
- Fri Jan 20, 2006 5:52 am
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Friction
- Replies: 2
- Views: 5678
- 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
- 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...
- 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...
- 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...
- 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...
- 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/-/...
- 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...
- 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...
- 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...
- 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&...