[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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