hey;
I just wanted to know from a more experienced member what would be the best solution and not how to implement it.
If everyone was to do everything on their own, a forum such as this would become pointless. Also, i couldnt find in the forum any reference to "Bullet + bmp", so at least now people will have a reference.
Anyway, thanks for your reply as i was not considering all of the options you described.
Regards
Bullet physics demo
Hi, for Better FPS result You have to use btDbvtBroadphase for "hi" poly meshes or btCudaBroadphase (it will be replaced to OpenCL for compatible) if scene has got huge destruction - many objects.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
difference between Bulletphysics and ODE
Eternl Knight wrote:Well, to be honest here - neither is Bullet's - although I personally prefer it at the moment. Once it's speed picks up a little - I think it will easily outclass ODE, but at the moment there is still some speed benefit in using Bullet's collision with ODE's constraint solver.Only use Bullet now, ODE's solver is not perfect.
Triangle Meshes: Not only does Bullet support tri-meshes & convex hulls, but you can also generate triangles on the fly for collision testing (say for parametric surfaces like bezier patches) and generate convex hulls from arbitrary meshes (using a tool in Bullet's "contrib" source directory).
Nice looking demo nomad. Have noticed you around the Bullet boards
--EK
ODE uses collision of plane ray but bullet cant use it,whereas cone,convex and triangle collision are used in bullet and not in ODE
Bullet has the features to create user-defined joint but ODE uses limited number of joints
Bullet can be used on windows only but ODE can be used easily on MAC-os,Linux and windows
hmm
here is a working CB project and compile for the latest libs.
http://www.xup.in/dl,29199184/BulletPhysics.tar
http://www.xup.in/dl,29199184/BulletPhysics.tar
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Re: difference between Bulletphysics and ODE
This is outdated info. Bullet uses a SIMD/SSE optimized constraint solver, that should outperform ODE quickstep.ashwani wrote:but at the moment there is still some speed benefit in using Bullet's collision with ODE's constraint solver
This is incorrect, where does this info come fromBullet can be used on windows only but ODE can be used easily on MAC-os,Linux and windows
Bullet can be used on any platform from iPhone, PC, Mac, Linux to Playstation 3, Nintendo Wii. A Cell SPU optimized version of Bullet is available for registered PLAYSTATION 3 developers, parts have been ported to GPU (CUDA).
A cross-platform parallel version for multi-core CPU and GPU using OpenCL is upcoming.
Thanks,
Erwin
excelent wrapper..
i have a error with SVN irrlicht, include the source..
i use the last bullet version,,
http://rapidshare.com/files/245193274/i ... s.rar.html
and with terrains have a error too..
irrlicht svn :
ITerrainSceneNode *terreno= (ITerrainSceneNode *)modelo;
btTriangleMesh* pMesh = GetTriangleMesh(terreno->getMesh());
btCollisionShape* pShape = new btBvhTriangleMeshShape((btStridingMeshInterface*)pMesh, true);
error:
i have a error with SVN irrlicht, include the source..
i use the last bullet version,,
http://rapidshare.com/files/245193274/i ... s.rar.html
and with terrains have a error too..
irrlicht svn :
ITerrainSceneNode *terreno= (ITerrainSceneNode *)modelo;
btTriangleMesh* pMesh = GetTriangleMesh(terreno->getMesh());
btCollisionShape* pShape = new btBvhTriangleMeshShape((btStridingMeshInterface*)pMesh, true);
error:
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Pixtudio (Best 2D development tool)
http://pixtudiopack.blogspot.com
Bennu3D(3D Libs for bennu)
http://3dm8ee.blogspot.com/
Colombian Developers - Blog:
http://coldev.blogspot.com/