Hello Community,
we are using the Bullet Physics Engine for our Project in University for a CAVE.
Now I have implemented the Interface for Sphere Shapes and setup the rolling friction like in the RollingFrictionDemo.
So far so good, but we want to run Multithreaded.
So when I use the SpuGatheringCollisionDispatcher there is no Rolling friction at all.
The btCollisionDispatcher works fine.
Is there any Solution for this?
Thanks for any ideas
Problems with Rolling Friction and Multithreading
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- Posts: 2
- Joined: Sat Mar 02, 2013 9:28 am
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- Posts: 43
- Joined: Sat May 26, 2012 1:09 am
Re: Problems with Rolling Friction and Multithreading
After some investigation, it seems that the contacts generated by the
SpuGatheringCollisionDispatcher do not consider rolling friction.
See the attachment for a patch and pre-patched files for 2.81/rev2613.
Note also that the parallel constraint solver has not been updated to
include rolling friction, so it will likely present the same issue.
Additionally, extending the parallel solver to support rolling friction
would probably be considerably more difficult than the fix above.
SpuGatheringCollisionDispatcher do not consider rolling friction.
See the attachment for a patch and pre-patched files for 2.81/rev2613.
Note also that the parallel constraint solver has not been updated to
include rolling friction, so it will likely present the same issue.
Additionally, extending the parallel solver to support rolling friction
would probably be considerably more difficult than the fix above.
You do not have the required permissions to view the files attached to this post.
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- Posts: 2
- Joined: Sat Mar 02, 2013 9:28 am
Re: Problems with Rolling Friction and Multithreading
Thank you very much it works. 
At the moment we don't use the parallel constraint solver, because there is no significant more performance, but i will note it.

At the moment we don't use the parallel constraint solver, because there is no significant more performance, but i will note it.