[Bf-gamedev] New Bullet version and Featherstone

Sergej Reich sergej.reich at googlemail.com
Fri Nov 1 18:34:32 CET 2013


I'm confused, what does the Featherstone solver have to do with GPU
acceleration?
Afaik there's really no GPU code in bullet 2 (bullet 3 is a completely
different story).

Am Freitag, den 01.11.2013, 09:53 -0700 schrieb Jacob Merrill:
> Featherstone allows for Inverse kinematics for 6dof chains in real
> time. Allowing animation using objects that physically interact, or
> for robotics control/ emulation
> 
> On Nov 1, 2013 9:50 AM, "Jacob Merrill" <blueprintrandom1 at gmail.com>
> wrote:
>         I have been using 6dof solvers to animate, and it works
>         amazing but it's rather resource intensive, but is dynamic and
>         can be pushed, yanked etc. 
>         
>         http://www.youtube.com/watch?v=s57ipxhXBS4
>         
>         On Nov 1, 2013 9:41 AM, "Mitchell Stokes"
>         <mogurijin at gmail.com> wrote:
>                 Solving 6dof joint constraints is not a bottleneck (at
>                 least in any BGE game I've looked at). So, it's not
>                 currently worth our time to spend development
>                 resources speeding it up. That being said, you (or
>                 anyone else) are more than welcome to create a patch.
>                 
>                 
>                 --Mitchell Stokes
>                 
>                 
>                 
>                 On Thu, Oct 31, 2013 at 4:53 PM, Jacob Merrill
>                 <blueprintrandom1 at gmail.com> wrote:
>                         Just wondering if the Gpu accelerated 6dof
>                         joint position solver is going to make it into
>                         the Bge,
>                         
>                         
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