Bullet & Bsp

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Typhontaur
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Bullet & Bsp

Post by Typhontaur » Fri Nov 04, 2005 2:35 pm

Hi!
is it possible to implement Bullet in a system BSP as quake2? :roll:

Thanks!

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Erwin Coumans
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Post by Erwin Coumans » Thu Nov 10, 2005 6:14 am

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 "Turning a brush into a set of polygons" here:
http://folk.uio.no/stefanha/MAPFiles.pdf

Erwin
ps: i'm currently too busy, but if time allows, I might add some bullet demo that loads a quake2 bsp.

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Typhontaur
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Post by Typhontaur » Fri Dec 09, 2005 9:46 am

thanks! :D

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Post by Typhontaur » Tue May 16, 2006 11:45 pm

Is there someone that has created some example with the BSP?
I am to a good point with my engine mE++, it is time of a good physics now....


thanks! :wink:

JRitter
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Post by JRitter » Thu May 25, 2006 6:34 am

If you want to use Bullet with quake 2, you can best create a convex shape for each quake 'brush'.
You could probably use the BSP information to find brushes of interest and deactivate most of the convex shapes. I imagine this would save some cycles.

-JR

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Typhontaur
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Post by Typhontaur » Thu May 25, 2006 11:57 am

not all the world is certainly given in meal to Bullet, but only the important areas....
I always hope that Erwin or someone that it uses Bullet both able to create some simple example....

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Erwin Coumans
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Post by Erwin Coumans » Thu May 25, 2006 2:44 pm

If someone can add a small BSP loader (preferably 1 or few files) to load the Quake 2 file, and add it to a current Bullet demo (using the existing OpenGL rendering, doesn't need to be textured).

So if you take care of the loading and rendering, I will add the collision detection part. Then this sample will be bundled with Bullet source code.

Thanks,
Erwin

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Typhontaur
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Post by Typhontaur » Thu May 25, 2006 7:34 pm

this is the only one that I know simpler, even if it is for q3 but it varies of few....
http://www.paulsprojects.net/opengl/q3bsp/q3bsp.zip

bsp.cpp is the file core

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Erwin Coumans
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Post by Erwin Coumans » Thu May 25, 2006 8:08 pm

If you can integrate that file in a Bullet demo, remove dependencies (if any), load data, view, then I will add collision detection.

That's the deal.
Erwin

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Typhontaur
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Re: Bullet & Bsp

Post by Typhontaur » Sun Mar 18, 2012 4:57 pm

After several years of absence due to other passions, I resumed ...
I just started to implement Bullet Physics
but for this defect of the flickering I have to figure out if it's rendering engine or other (drivers?...)
I'm using now for test, the engine EGL modified by Paril, PhysGL --> http://youtu.be/lruTzz3iMh4

I would not want that after the implementation in my engine, I have the same defect.
the effort is not small.

Here my video with flickering ---> http://www.youtube.com/watch?v=wSClGb6nGh0

while my engine mE++(without Bullet) is normal http://www.youtube.com/watch?v=SNX73KpTvwI
Help me please!

Thanks
Frank - Italy.

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Re: Bullet & Bsp

Post by Erwin Coumans » Sun Mar 18, 2012 6:27 pm

@Typhontaur

Beautiful piano background music :)

It seems like a problem with the rendering/visibility?

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Typhontaur
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Re: Bullet & Bsp

Post by Typhontaur » Sun Mar 18, 2012 8:20 pm

Erwin Coumans wrote:@Typhontaur

Beautiful piano background music :)

It seems like a problem with the rendering/visibility?
Thank you Erwin! Maybe I was good with the physics as with the piano! :)
I thought the culling of models by the rendering, but I have tried to
disable it for the type of model used, but I have not resolved anything.
Certainly I am using an engine that does not know in depth (quake2 modified) and do not know where to put their hands.
I will try to implement this great work (thanks Paril) in my engine.
I hope that I win in the end. After all Bullet is a great library, and for this
I thank you Erwin!
Meanwhile, someone in the forum found this defect in its development path, I'd love to hear his opinion.
Thank you again.

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Typhontaur
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Re: Bullet & Bsp

Post by Typhontaur » Mon Mar 19, 2012 12:29 am


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Typhontaur
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Re: Bullet & Bsp

Post by Typhontaur » Mon Mar 19, 2012 3:38 pm

I've tested:
1) Bullet 2.78 beta (svn trunk r2338)
2) Bullet-2.79-rev2440

Now I'm using these versions to avoid model flickering

new versions above these releases have this problems!
WHY Erwin? Help me!

Here a correct test: (WOW!)
YOUTUBE: Test Bullet 2.79
(Music by me for piano solo: "Simply You")

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Typhontaur
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Re: Bullet & Bsp

Post by Typhontaur » Wed Mar 28, 2012 10:37 pm

First Test in mE++ on YT - Bullet-2.79-rev2440
Sorry for bad fps but fraps...
I tried to link it with the Bullet version 2.80.2535
but the program crashes calling btDiscreteDynamicsWorld () :roll:

p.s. Happy Easter from the character of the demo! :mrgreen:

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