Search found 4221 matches

by Erwin Coumans
Tue Jan 03, 2006 8:28 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: spherical / cylindrical heightfields and collision detection
Replies: 2
Views: 6283

spherical / cylindrical heightfields and collision detection

Static planar heightfields are fairly popular in collision detection. However you can extend this idea for convex-convex collision detection/penetration depth using cylindrical or spherical heightfields. Kind of the 2D version of signed distance maps. Signed distance maps require 2 representations, ...
by Erwin Coumans
Tue Jan 03, 2006 8:25 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Special handling for sliding along interior edges of a mesh?
Replies: 1
Views: 4717

Special handling for sliding along interior edges of a mesh?

When dealing with static geometry, artifacts can happen when sliding over borders between triangles. Do people have special code to mark interior edges? Convex decomposition? Special ways of keeping contact points persistent from one triangle to the next?
by Erwin Coumans
Mon Jan 02, 2006 7:52 pm
Forum: General Bullet Physics Support and Feedback
Topic: Happy 2006 and new Bullet update
Replies: 0
Views: 3876

Happy 2006 and new Bullet update

First of all, wish you all a happy new year. 2006 will be a very exciting year with the Playstation 3, Ageia PhysX and Havok GPU physics coming out. The updated version of Bullet has bounding volume hierarchies, with GPU in mind. It features stackless traversal. See this topic on gpgpu.org: http://w...
by Erwin Coumans
Mon Jan 02, 2006 4:46 am
Forum: Physics authoring tools, serialization, standards and related topics
Topic: Bugfixes Game Blender with Bullet (update: fixed link)
Replies: 2
Views: 6074

Bugfixes Game Blender with Bullet (update: fixed link)

New bugfixes. Please check this win32 build: http://www.continuousphysics.com/ftp/pub/test/blender/blender241.zip 1. Ray sensor is broken 2. Force doesn't work. 4. Cannot use python function setPosition(), doesn't do anything 5. Using end object actuator will cause blender to close (on some rare oca...
by Erwin Coumans
Mon Jan 02, 2006 2:32 am
Forum: General Bullet Physics Support and Feedback
Topic: Trouble with BulletOde
Replies: 1
Views: 4928

Hi Jan, Thanks for the feedback. BulletOde is not very robust for large size-ratios. Partly this is due to the implementation, and partly due to the nature of the sub-distance algorithm (innerloop replacement of Johnson within GJK). There are are couple of options to check out, and I will have a loo...
by Erwin Coumans
Sat Dec 31, 2005 7:21 pm
Forum: Physics authoring tools, serialization, standards and related topics
Topic: Mousetrap Ball Physics
Replies: 6
Views: 12695

I fixed a couple of things in Bullet-Blender integration. Hooked up the 'formfactor' (an inertia tweak), friction, restitution, and some scaling related things. However, the rounded ramp really doesn't have a proper slope in the corner. Please try to fix the artwork, it should roll much better. Try ...
by Erwin Coumans
Sat Dec 31, 2005 7:47 am
Forum: Physics authoring tools, serialization, standards and related topics
Topic: Mousetrap Ball Physics
Replies: 6
Views: 12695

fobsta, I had a brief look at the demo and it looks great fun! One thing, scaling is not really supported properly, so you better apply the 'size', especially for dynamic objects. Can you try this Blender 2.41 build, it has a few small fixes, like add/remove object support, hopefully more stable and...
by Erwin Coumans
Fri Dec 30, 2005 8:15 am
Forum: General Bullet Physics Support and Feedback
Topic: Triangle Mesh Optimizations
Replies: 2
Views: 6123

A bounding volume hierarchy has been added to cvs today and the bullet source archive has been updated. Please let me know if this works for you. The vc7/vc8 projectfiles have been updated, if you use vc6 please add a few files from the Bullet/CollisionShapes folder: BvhTriangleMeshShape.cpp Optimiz...
by Erwin Coumans
Fri Dec 30, 2005 2:38 am
Forum: Physics authoring tools, serialization, standards and related topics
Topic: Mousetrap Ball Physics
Replies: 6
Views: 12695

Re: Ball motion improvements

I've tested various parameters. You should first switch from Bullet physics to Sumo physics in the World parameters tab. Nope. Sumo is obsolete, and will be removed in one of the future releases once Bullet has been hooked up properly. I will have a look at the scene and fix it, together with some ...
by Erwin Coumans
Thu Dec 29, 2005 12:29 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: body-body time of impact
Replies: 4
Views: 7544

3) So after the many-object (broadphase + hierarchies) the problem reduces to either 1 static triangle versus dynamic bounding primitive or dynamic bounding versus dynamic bounding? Dynamic triangle-triangle is the final test. I'm surprised that dynamic triangle-triangle is the final test. Real-tim...
by Erwin Coumans
Wed Dec 28, 2005 6:18 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: body-body time of impact
Replies: 4
Views: 7544

Initially I worked with spheres, but that lasted only until I came upon Dave Eberly's Wild Magic code. I've debugged, optimized, and extended some of the collision detection code. I've provided it all to Eberly and some has been added to the main code base. The portions I use handle triangle meshes...
by Erwin Coumans
Wed Dec 28, 2005 6:09 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Meqon continuous collision not using sweep nor 4D algo??
Replies: 5
Views: 9294

Re: Meqon continuous collision not using sweep nor 4D algo??

... and what would be considered better results than collision response at the first time of impact? The main unknown of their approach is how they 'estimate' the first time of impact, rathern then what to do with this time. I guess they either subdivide the timestep until there are no large 'gaps'...
by Erwin Coumans
Tue Dec 27, 2005 9:18 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Paper: Collision detection for moving polyhedra
Replies: 3
Views: 6684

gamedev.net math&physics forum

Have you already looked at the docs in this file: http://uk.geocities.com/olivier_rebellion/Polycolly.zip It has tutorial for the time of impact and contact generation in the 2D case. You will get more response on such questions in the gamedev.net forum: http://www.gamedev.net/community/forums/forum...
by Erwin Coumans
Tue Dec 27, 2005 6:16 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Paper: Collision detection for moving polyhedra
Replies: 3
Views: 6684

You can download this paper from MIT here: http://www.ai.mit.edu/research/publications/browse/0800browse.shtml The approach in this paper is a Parameterized Sweep. If you are interested in calculating the time of impact, you can read some papers by Stephane Redon here: http://i3d.inrialpes.fr/~redon...
by Erwin Coumans
Tue Dec 20, 2005 7:49 am
Forum: Physics authoring tools, serialization, standards and related topics
Topic: armature integration
Replies: 2
Views: 6151

Using the Blender armatures UI is an interesting idea. At the moment armatures are just using IK, isn't it? We could add bullet physics contraints (like point to point) to keep the armature together, to allow for ragdolls. Is that what you meant? At the moment the armatures have been redone inside B...