[Bf-committers] Re: Bullet physics plans/status/update
erwin at erwincoumans.com
erwin at erwincoumans.com
Tue Oct 10 02:38:23 CEST 2006
I'm involved in COLLADA physics, which is a standardization of the data
specification for rigidbody dynamics. Such data specification is related to
an API but not enough. There is a C++ abstraction layer called OPAL, but I
want a C API. Open Dynamics Engine provides a C API, but it is too specific
for that engine. I'll probably re-use some of the ideas of the ODE API and
SOLID collision detection API, but add some of the features necessary to
cover Bullet (and Havok and Ageia).
Thanks,
Erwin
bjornmose writes:
> Tom M wrote:
>> Erwin,
>>
>>> Then I plan on providing a C-API, and integrate this in
>>> Blender.
>>
>>
>> that is excellent news. For the C-API, Is there a standardized
>> physics API that could be used? I recall reading you are involved in
>> some sort of standardization process as relates to physics APIs.
>>
>> LetterRip
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>>
> Sure erwin is doing excellent work, but asking for a 'one physics engine
> fits all' is like all physisists asking for GUT (grand unifing theory).
> The search for it is what the best (and lower) paid heads in physics are
> working for and i guess it needs another bored swiss patent office
> bureaucrat to be struc by the grand insight before we will see the light
> and beauty of it...
> And even if, i doubt that any CG software is able to struggle its way
> throug the maze of 'total antisymmetrische Masstensoren' to get any usable
> result.
> So for time beeing, i'd suggest we'd better stick to what CG needs:
> Fake it! and fake it the best you can ... even if you need to use
> different tricks (tools) to get there.
>
> Stolen from somewhere i can't remeber-->
> "Using physical laws without knowing their limits is like expecting a
> broom handle to give you a haircut"
> 0.02 euro by BM
>
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