Bullet physics demo

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m506
Posts: 12
Joined: Wed Jun 18, 2008 5:34 am

Post by m506 »

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
Dorth
Posts: 931
Joined: Sat May 26, 2007 11:03 pm

Post by Dorth »

I agree with you reinventing the wheel is stupid. I also feel it's a loss of time to look up a solution when I could code it faster in the first place ;)
dlangdev
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Post by dlangdev »

OK, I finally got a demo code for shooting a rigid body using the camera target. Image shown below. Pressing button 1 (2,3,4) will shoot a box from camera position to camera target.

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dlangdev
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Post by dlangdev »

Here's another test run using Irrlicht+Bullet+XEffects. Notice FPS is down to 20 for object count = 219 and polys = 6592. Some of the sphere balls were moving, causing extra CPU cycles.

Anyway...

Here's a screenshot of the test run.

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Image
Nadro
Posts: 1648
Joined: Sun Feb 19, 2006 9:08 am
Location: Warsaw, Poland

Post by Nadro »

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
dlangdev
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Post by dlangdev »

Thanks, I'm looking into that, it may fix the lag I'm seeing at the moment. Anyway, the low-poly version looks pretty good at the moment, now at 33 FPS..

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ashwani
Posts: 1
Joined: Wed Jun 10, 2009 11:47 am

difference between Bulletphysics and ODE

Post by ashwani »

Eternl Knight wrote:
Only use Bullet now, ODE's solver is not perfect.
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.

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
netpipe
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hmm

Post by netpipe »

here is a working CB project and compile for the latest libs.

http://www.xup.in/dl,29199184/BulletPhysics.tar
erwincoumans
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Re: difference between Bulletphysics and ODE

Post by erwincoumans »

ashwani wrote:but at the moment there is still some speed benefit in using Bullet's collision with ODE's constraint solver
This is outdated info. Bullet uses a SIMD/SSE optimized constraint solver, that should outperform ODE quickstep.
Bullet can be used on windows only but ODE can be used easily on MAC-os,Linux and windows
This is incorrect, where does this info come from :lol:
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
link3rn3l
Posts: 81
Joined: Wed Nov 15, 2006 5:51 pm

Post by link3rn3l »

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:
Image
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