[Bf-gamedev] New Bullet version and Featherstone

Jacob Merrill blueprintrandom1 at gmail.com
Fri Nov 1 18:41:37 CET 2013


I must have became confused in the forums for bullet, they don't talk a lot
about versions etc.
On Nov 1, 2013 10:35 AM, "Sergej Reich" <sergej.reich at googlemail.com> wrote:

> 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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> >
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