[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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