Search found 4221 matches

by Erwin Coumans
Tue Dec 20, 2005 7:43 am
Forum: Physics authoring tools, serialization, standards and related topics
Topic: Official Blender 2.40 release with Bullet physics
Replies: 0
Views: 3632

Official Blender 2.40 release with Bullet physics

The upcoming Blender 2.40 release will have Bullet physics integrated. This release is scheduled for this week, so please visit http://www.blender.org This allows for physics keyframe baking for Blender animation/rendering and for some physics inside the game engine. You can use the following demos ...
by Erwin Coumans
Fri Dec 09, 2005 4:25 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet convex in ODE
Replies: 4
Views: 7451

Well I am glad that I did a bug repport but actually my test was using only cones/cylinders... I said convex because as much as I understand the cone/cylinder shape is converted to convex hull and passed to ODE in this form... When using Bullet's GJK with ODE, it will use the actual cone and cylind...
by Erwin Coumans
Thu Dec 08, 2005 11:30 pm
Forum: General Bullet Physics Support and Feedback
Topic: ODE integration + Trimesh colliders
Replies: 1
Views: 5563

Here is a prototype convex-trimesh collision detection, integrating Bullet and ODE: http://www.continuousphysics.com/ftp/pub/test/index.php?dir=physics/source/&file=bulletode_trimesh_src.zip Open bullet\Extras\ode\VC6\Samples\MakeAllTests.sln (visual studio 7) and check out the demo test_convex_...
by Erwin Coumans
Thu Dec 08, 2005 11:09 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet convex in ODE
Replies: 4
Views: 7451

Apparently the demo adds the uninitialized vertices to the convex shape! You can fix this by replacing test_convex_trimesh.cpp line 283 from for (int k=0;k<VertexCount;k++) into for (int k=0;k<ConvexVertexCount;k++) Thanks for the bug report, and please tell if this fixes the convex-mesh. Erwin
by Erwin Coumans
Sat Nov 19, 2005 2:34 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Kinetic Sweep and Prune
Replies: 8
Views: 23494

Thanks for the paper. We did some related work, and also Gino van den Bergen described temporal use of the Sweep and Prune (SAP) space: For a single continuous queries you can add the Ray Cast and AABB Cast to the Sweep and Prune space like here: http://groups.google.com/group/comp.graphics.algorith...
by Erwin Coumans
Tue Nov 15, 2005 11:51 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Parallel LCP solving methods?
Replies: 4
Views: 8827

Parallel LCP solving methods?

In rigid body simulation contact solving, each step in the iterative scheme like Gauss Seidel requires the result from the previous step. This makes it difficult to parallelize. Jacobi method on the other hand can be easier implemented in parallel. A mix between Jacobi and Gauss Seidel, a kind of bl...
by Erwin Coumans
Sat Nov 12, 2005 5:14 pm
Forum: Physics authoring tools, serialization, standards and related topics
Topic: Bugs (Applies to 2.42 preview27)
Replies: 22
Views: 32623

Thanks for the cool demo! There are lots of ways to improve stability in a physics engine, probably a faq would be best. But in the meanwhile, some notes: - Object that are in a constraint hierarchy (like connected by point 2 point constraints) can become instable when colliding with neighbours. Con...
by Erwin Coumans
Fri Nov 11, 2005 6:00 am
Forum: Physics authoring tools, serialization, standards and related topics
Topic: Official Blender 2.40 alpha 2 released with built-in Bullet
Replies: 0
Views: 3610

Official Blender 2.40 alpha 2 released with built-in Bullet

http://www.blender.org/cms/Newsitem.607+M502350ac1be.0.html Download Blender 2.40 alpha2 here: http://www.blender.org/cms/Blender.31.0.html or a bug-fixed Win32 version locally: http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=blender2.40alpha2fixedraysensor.zip and play...
by Erwin Coumans
Fri Nov 11, 2005 5:32 am
Forum: Physics authoring tools, serialization, standards and related topics
Topic: Bugs (Applies to 2.42 preview27)
Replies: 22
Views: 32623

Some of the issues on the list should be fixed now, please try out this new binary (win32): http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=blender2.40alpha2fixedraysensor.zip erwin (Erwin Coumans) 2005/11/11 06:02:14 CET Modified files: blender/source/blender/src butto...
by Erwin Coumans
Thu Nov 10, 2005 8:23 am
Forum: General Bullet Physics Support and Feedback
Topic: Bullet updated source code, 10 October 2005, Updated Links
Replies: 1
Views: 5138

Bullet updated source code, 10 October 2005, Updated Links

A new cvs checkout. This one comes with visual studio 6,7 and 8 project files, as well as the demos. Should compile out of the box. If not, please let me know. SOURCE CODE: http://www.continuousphysics.com/ftp/pub/test/index.php?dir=physics/source/&file=bullet.zip DOXYGEN: http://www.continuousp...
by Erwin Coumans
Thu Nov 10, 2005 8:12 am
Forum: General Bullet Physics Support and Feedback
Topic: Bullet Convex Collision integrated in a ODE demo
Replies: 2
Views: 6373

bullet, ode, trimesh source

The preliminary source files are here: http://www.continuousphysics.com/ftp/pub/test/index.php?dir=physics/source/&file=bulletode_trimesh_src.zip open VC7 project: bullet\Extras\ode\VC6\Samples\MakeAllTests.sln The convex integration files are already in ode cvs, see http://cvs.sourceforge.net/v...
by Erwin Coumans
Thu Nov 10, 2005 6:14 am
Forum: General Bullet Physics Support and Feedback
Topic: Bullet & Bsp
Replies: 118
Views: 849901

Yes, but: If you want to use Bullet with quake 2, you can best create a convex shape for each quake 'brush'. A quake brush is a convex shape bounded by a collection of planes. You can create a point representation, by calculating the intersection points of those planes. See an explanation for "...
by Erwin Coumans
Thu Nov 10, 2005 6:07 am
Forum: General Bullet Physics Support and Feedback
Topic: Computing collision radius of OBBs
Replies: 2
Views: 6594

need to calculate the collision radii of the two colliding OBBs
Could you provide some more information? What is this 'radii of two colliding OBBs' ? And what do you need this for?

If you need a bounding sphere radius for a single OBB, you can take the length of the half-extents.

Erwin
by Erwin Coumans
Tue Nov 01, 2005 9:06 pm
Forum: General Bullet Physics Support and Feedback
Topic: End-user question
Replies: 1
Views: 5425

ODE + Bullet

Hi, There is a draft integration ODE + Bullet integration here: http://www.continuousphysics.com/ftp/pub/test/index.php?dir=physics/&file=SourceCode_BulletWithOdeSampleIntegration.zip And a precompiled win32 demo here: http://www.continuousphysics.com/ftp/pub/test/index.php?dir=physics/&file...
by Erwin Coumans
Fri Oct 28, 2005 5:28 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Havok, gpgpu and physics, Uberflow ?
Replies: 2
Views: 6579

Havok, gpgpu and physics, Uberflow ?

Havok is planning to use the gpu and shadermodel 3 for some of their rigidbody calculations: http://www.havok.com/%20index.php?option=com_content&task=view&id=187&Itemid=77 Closest I can think of is http://wwwcg.in.tum.de/Research/Publications/UberFLOW Has anyone experience in this area,...