[Bf-committers] Bullet physics update

Mitchell Stokes mogurijin at gmail.com
Thu Mar 3 02:30:37 CET 2011


Joshua Leung's (Aligorith's) GSoC project last year involved Bullet
simulations in Blender (without using the BGE). I think he updated Bullet in
his branch. You might want to have a chat with him.

Cheers,
Mitchell Stokes

On Wed, Mar 2, 2011 at 2:23 PM, Erwin Coumans <erwin.coumans at gmail.com>wrote:

> The BGE already has a perfect location for such 'exportBulletFile' method
> in
>  KX_PyConstraintBinding.cpp
> This would only be around 10 lines of code, and I will add this
> debugging/export option soon.
>
> Doing it outside of this KX_PyConstraintBinding.cpp might require much more
> work.It requires an up and running Bullet physics world
> btDiscreteDynamicsWorld.
> Is someone volunteering to do this work?
> Thanks,
> Erwin
>
>
>
>
> On 2 March 2011 14:11, Juha Mäki-Kanto <kiskosika at gmail.com> wrote:
>
> > Hi,
> >
> > As Dalai Felinto said, I use the 2.49b export patch atm. to get the
> physics
> > data out of blender. I do this from makefiles so I've added a GE
> > commandline
> > param (-g) export_physics = filename; with it the gameengine initializes,
> > does export and sets exitrequested to "true" before the main-loop.
> >
> > All in all it's not neat so a bpy-function with similar results would be
> > nice from a model-exporters perspective, possibly with an
> > init_bge_pyscript-parameter which would allow advanced users to create
> > things only available from within the GE. I'm pretty new to bullet and
> > blender development so I'm not sure what problems this would cause
> compared
> > to just having a purely bge based solution.
> >
> > Thanks,
> > Juha
> >
> > 2011/3/2 Mitchell Stokes <mogurijin at gmail.com>
> >
> > > Nice to see you around again Erwin!
> > >
> > > bpy is available in the BGE if you're running from inside Blender.
> > However,
> > > not from the Blenderplayer. Since this is more of a debug thing, I
> think
> > > this would be acceptable.
> > >
> > > Cheers,
> > > Mitchell Stokes
> > >
> > > On Tue, Mar 1, 2011 at 11:38 AM, Erwin Coumans <
> erwin.coumans at gmail.com
> > > >wrote:
> > >
> > > > Hi,
> > > >
> > > > That is a good idea but I don't think it is a full replacement unless
> > BPY
> > > > is
> > > > available within the BGE.
> > > >
> > > > Having the option to export within the BGE allows you to 'debug' and
> > > export
> > > > a full running simulation.
> > > > Some constraints/joints are only added at run-time (vehicles for
> > > example).
> > > >
> > > > Is BPY that can access a running Bullet simulation, available inside
> > BGE?
> > > > Thanks,
> > > > Erwin
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > > On 1 March 2011 11:23, Dalai Felinto <dfelinto at gmail.com> wrote:
> > > >
> > > > > Hi Erwin,
> > > > > > I plan to add a single BGE physics API to export to a .bulle
> file,
> > > for
> > > > > > example exportBullet(char* fileName);
> > > > >
> > > > > What if instead of a BGE API you do it as a bpy API?
> > > > > That way one can write an addon to export the .bulle files. It
> should
> > > > > already be possible now, but having an API for that can be easier I
> > > > > guess.
> > > > >
> > > > > (as a matter of fact Juha Mäki-Kanto, who submitted the
> > RigidBodyJoint
> > > > > patch, uses Blender exactly for this, to export the .bulle for his
> > > > > engine)
> > > > >
> > > > > --
> > > > > Dalai
> > >
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> >
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