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Bullet 2.83 released on github: Example Browser, URDF http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=18&t=10527 
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Author:  bullet_team [ Mon May 04, 2015 6:38 am ] 
Post subject:  Bullet 2.83 released on github: Example Browser, URDF 
You can download the Bullet 2.83 release from github here: https://github.com/bulletphysics/bullet3/releases See the docs/BulletQuickstart.pdf guide as part of the SDK download. Some of the features include:
Please enjoy, and expect improvements in future releases. Erwin 
Author:  DannyChapman [ Tue May 05, 2015 1:44 pm ] 
Post subject:  Re: Bullet 2.83 released on github 
The feature to include the gyro terms in the solver is excellent  it turns out to be really important for correct simulation of aircraft spins and snap rolls etc, so much appreciated. I'll post a video of it in my R/C flight sim shortly. Thanks  Danny 
Author:  BluePrintRandom [ Wed May 13, 2015 11:32 pm ] 
Post subject:  Re: Bullet 2.83 released on github 
Nice! I wish the Devs @ blender would get this into the game engine. 
Author:  d3x0r [ Sat Nov 14, 2015 4:54 am ] 
Post subject:  Re: Bullet 2.83 released on github 
So what's on the plate for the future? I see some work in featherstone btMultiBody stuff... I also see some logic for tracking 'islands'.. which I guess are groups of related things that might collide. I would think that as an extension to that one might order collisions based on their collision with static bodies; such that if a body collides with a static body it gets an additional flag set in it that indicate it's a static collidable; would think that would solve issues stacking heavy things on light things. (been doing a lot of reading and now see where that artifacting comes from). Then the 'roots' of islands would process first and then tree out from there... but maybe then 2 bodies on a static ground next to each other would still have issues. Also digging through collision dispatch and DISPATCH_CONTINUOUS is never actually used? Isn't that kinda what discretedynamicsworld/CCD would need? to precalculate the penetration depth to determine a more appropriate time step before doing the discrete resolutions? 
Author:  aaronhansome [ Wed Mar 16, 2016 3:28 pm ] 
Post subject:  Re: Bullet 2.83 released on github 
Any news on this? 
Author:  Riley [ Wed Dec 28, 2016 5:05 pm ] 
Post subject:  Re: Bullet 2.83 released on github 
d3x0r wrote: So what's on the plate for the future? I see some work in featherstone btMultiBody stuff... I also see some logic for tracking 'islands'.. which I guess are groups of related things that might collide. I would think that as an extension my crazybulk review by thisfitlifestyle to that one might order collisions based on their collision with static bodies; such that if a body collides with a static body it gets an additional flag set in it that indicate it's a static collidable; would think that would solve issues stacking heavy things on light things. (been doing a lot of reading and now see where that artifacting comes from). Then the 'roots' of islands would process first and then tree out from there... but maybe then 2 bodies on a static ground next to each other would still have issues. Also digging through collision dispatch and DISPATCH_CONTINUOUS is never actually used? Isn't that kinda what discretedynamicsworld/CCD would need? to precalculate the penetration depth to determine a more appropriate time step before doing the discrete resolutions? I wish there was more info out there on this, don't take me wrong github has the read me file but i am lookig for a video tutorial 
Author:  kownwong [ Sat Feb 18, 2017 2:58 pm ] 
Post subject:  Re: Bullet 2.83 released on github 
DannyChapman wrote: The feature to include the gyro terms in the solver is excellent  it turns out to be really important for correct simulation of aircraft spins and snap rolls etc, so much appreciated. I'll post a video of it in my R/C flight sim shortly. Thanks  Danny Have you posted your video already? If yes, where can I view it? 
Author:  DannyChapman [ Tue Feb 21, 2017 11:06 pm ] 
Post subject:  Re: Bullet 2.83 released on github 
kownwong wrote: DannyChapman wrote: The feature to include the gyro terms in the solver is excellent  it turns out to be really important for correct simulation of aircraft spins and snap rolls etc, so much appreciated. I'll post a video of it in my R/C flight sim shortly. Thanks  Danny Have you posted your video already? If yes, where can I view it? Ooops I forgot! https://youtu.be/LwjFUzsymjE The manoeuvres most affected are the flat spin right at the end of the video, and also the "flips", for example around 2:25  if they don't start perfectly aligned with the wing span then the glider "wobbles" out after a few rotations (not shown here). Before I included the gyro term it would happily continue to rotate around a slightly "off" axis, which is wrong. Here's the designer of the plane flying the real thing (including the gyro terms!): https://youtu.be/6VZ0tRrXnKA 
Author:  kownwong [ Thu Feb 23, 2017 8:08 am ] 
Post subject:  Re: Bullet 2.83 released on github 
DannyChapman wrote: kownwong wrote: DannyChapman wrote: The feature to include the gyro terms in the solver is excellent  it turns out to be really important for correct simulation of aircraft spins and snap rolls etc, so much appreciated. I'll post a video of it in my R/C flight sim shortly. Thanks  Danny Have you posted your video already? If yes, where can I view it? Ooops I forgot! https://youtu.be/LwjFUzsymjE The manoeuvres most affected are the flat spin right at the end of the video, and also the "flips", for example around 2:25  if they don't start perfectly aligned with the wing span then the glider "wobbles" out after a few rotations (not shown here). Before I included the gyro term it would happily continue to rotate around a slightly "off" axis, which is wrong. Here's the designer of the plane flying the real thing (including the gyro terms!): https://youtu.be/6VZ0tRrXnKA Watched both the videos. All I can say is "Brilliant"! 
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