[Bf-committers] collisions detection without gameengine

P2sta p2sta at atlas.cz
Fri Apr 20 14:37:51 CEST 2012


I got an idea yesterday, not really sure if it's easier or it's stupid. 
So please let me know what you think about it.
Well instead of getting the physics out of the game engine I think it 
will be enough to disable the rendering part of the game. So when I 
start the game it will detect the collisions, but it will make no visual 
change with the blender window. I have set a game logic that automaticly 
quit the game when the detection is done, so this could be the way to go 
in my diploma, not really sure tho.

I still think it will be a lot better to get the physics out, but I'm 
short on time and this could work as well (in my case)...I'm just not 
really sure if this is easier to make, so I would like to get some of 
your opinions about it.

Thanks, P2sta



Dne 18.4.2012 20:52, Tobias Oelgarte napsal(a):
> I would be more then happy if the physics part of the game engine would
> also be availabe inside the render part. There are really many scenarios
> that aren't possible with softbody and cloth alone, starting from a
> simple billiard example up to rag dolls. Setting up the game engine just
> to record the IPOs is an really awkward way to do such stuff.
>
> Tobias Oelgarte
>
> Am 18.04.2012 18:12, schrieb Tom M:
>> You might just look at using the bullet stuff that is completely external
>> to blender.
>>
>> I think erwin has a few code demos in the source somewhere.  Also that
>> allows you to use bullets opencl implementation etc.
>>
>> LetterRip
>>
>> On Wed, Apr 18, 2012 at 9:03 AM, P2sta<p2sta at atlas.cz>   wrote:
>>
>>> Thank you guys!
>>>
>>> I checked the BulletDev and as Sergej said, there is nothing for
>>> collisions right now and it is something really different from what I
>>> think I need atm.
>>>
>>> What I need is to check for collisions between objects without runing
>>> the game engine.
>>> I make a python script for detecting collisions between boxed-looking
>>> bounding boxes, but it work slow and only it is accurate only for simple
>>> objects.
>>> Now I need is to make a check between really complex objects. I did
>>> tried it to detect it in the game engine and it works really great, it's
>>> fast and accurate. But I need to start the game engine, which is not
>>> needed.
>>>
>>> I would like to have a possibility to edit the binarier somehow, so I
>>> can do collisions detection without starting the game engine. I though
>>> it will be easy, just take few lines from the game engine and put them
>>> somewhere else. But I'm looking at the files for more then two weeks now
>>> and I can't find anythnig useful. I'm really new into C/C++ it may be my
>>> problem.
>>>
>>> Have a nice day,
>>> Zbynek
>>>
>>>
>>> Dne 18.4.2012 17:54, Sergej Reich napsal(a):
>>>> There is pretty much no API for collision detection in the BulletDev
>>>> branch.
>>>> The only thing you can do is setting up rigid body simulations.
>>>>
>>>> Adding it would be possible of course, but I don't think it would be
>>>> useful right now except for a couple of fringe cases.
>>>>
>>>> If it's needed for the diploma we could add some collision detection
>>>> functionality in a separate branch.
>>>> It won't be completely straightforward though and would probably require
>>>> a couple of hacks to work.
>>>> I could look into it over the weekend when I get some free time if you
>>>> want.
>>>>
>>>> Keep also in mind that the game engine and the rigid body simulation in
>>>> the BulletDev branch are two completely separate systems, so reusing
>>>> each others data won't be easy.
>>>>
>>>> Regards, Sergej.
>>>>
>>>> Am Mittwoch, den 18.04.2012, 13:09 +0200 schrieb Lukas Tönne:
>>>>> Hi,
>>>>>
>>>>> You might be interested in the Bullet Integration branch by Joshua
>>>>> Leung (aligorith) [1]
>>>>> This implements Bullet physics, including all common collision shapes,
>>>>> in the main Blender scene, without the need to use the game engine. I
>>>>> don't know how complete the python API is though, better ask Joshua
>>>>> himself about this.
>>>>>
>>>>> Cheers
>>>>>
>>>>> Lukas
>>>>>
>>>>>
>>>>> [1]
>>>>>
>>> https://gitorious.org/~aligorith/blenderprojects/aligoriths-blender/commits/BulletDev
>>>>> On Wed, Apr 18, 2012 at 11:59 AM, P2sta<p2sta at atlas.cz>    wrote:
>>>>>> Hello,
>>>>>>
>>>>>> I'm working on my diploma work and I'm in need of detecting collision
>>> in
>>>>>> blender without starting the game engine.
>>>>>>
>>>>>>     I set a game logic to check for collisions, but I need to start the
>>>>>> game engine to make the actual detection, which is unneeded.
>>>>>>     My teacher said to me I can edit the source code to make acces to the
>>>>>> bullet physics directly without the game engine (I need just the
>>>>>> collosions) so
>>>>>>     I get the binaries, but I'm pretty lost in where to start and what do
>>>>>> I need to edit. I did searched through most of the bullet physics
>>> files,
>>>>>> but didin't find anything yet. I'm new to c/c++ but I can learn fast.
>>>>>>
>>>>>> I would like to keep it the way that I set the game logic and just call
>>>>>> lets say bpy.ops.scene.detect_collisions() and I will get a list of
>>>>>> colliding objects, if that's even possible.
>>>>>>
>>>>>> So, I would like to ask if you have some ideas that could help me.
>>>>>>
>>>>>>
>>>>>>     Thank you in advance for any help!
>>>>>>     Zbynek Hlava
>>>>>>
>>>>>> P.S. sorry for any grammer mistakes, English is not my nativ language
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