I've been trying to compile multi-threaded support for bullet 2.75 on the Cell architecture.
There seem to be some files missing in the 2.75 release, specifically:
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SpuNarrowPhaseCollisionTask/SpuGjkPairDetector.cpp
SpuNarrowPhaseCollisionTask/SpuVoronoiSimplexSolver.cpp
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$ make -f Makefile.original spu ppu
...
spu-gcc: ./SpuNarrowPhaseCollisionTask/SpuGjkPairDetector.cpp: No such file or directory
Also, I've read about spubullet in the Bullet Manual, but I'm not a registered PS3 developer. Is there any way to get a free PS3 developer license if I'm a student? What are the differences between bullet 2.75/2.74 and spubullet?
I want to run a complex simulation in real-time, with lots of rigid bodies and constraints. Any tips for which dispatcher/solver to use and with what parameters, to optimize for this? The simulation is the only thing that will be running (plus some communication code, probably via TCP or UDP, to send information from the world (positions, constraint values, etc) and receive actions to execute (forces to apply inside the simulation).
Here is the configuration of the server I'm using:
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$ cat /proc/cpuinfo
processor : 0
cpu : Cell Broadband Engine, altivec supported
clock : 3200.000000MHz
revision : 48.0 (pvr 0070 3000)
processor : 1
cpu : Cell Broadband Engine, altivec supported
clock : 3200.000000MHz
revision : 48.0 (pvr 0070 3000)
processor : 2
cpu : Cell Broadband Engine, altivec supported
clock : 3200.000000MHz
revision : 48.0 (pvr 0070 3000)
processor : 3
cpu : Cell Broadband Engine, altivec supported
clock : 3200.000000MHz
revision : 48.0 (pvr 0070 3000)
timebase : 26664522
platform : Cell
machine : CHRP IBM,0793-38G