[Bf-gamedev] New Bullet version and Featherstone

Jacob Merrill blueprintrandom1 at gmail.com
Sat Nov 16 04:40:35 CET 2013


May we start a BGE Dev mailing list?

Separate kickstarters for BGE features?

There actually is a community of  people that love the bge and would pay
for it.


On Sat, Nov 2, 2013 at 8:59 PM, Jacob Merrill <blueprintrandom1 at gmail.com>wrote:

> Where is the Bge mailing list?
> On Nov 2, 2013 8:58 PM, "Daniel Stokes" <kupomail at gmail.com> wrote:
>
>> As a reminder, this mailing list is not intended for requesting BGE
>> specific features. It is more to discuss improvements to Blender for use in
>> developing game assets.
>>
>> Regards,
>> Daniel Stokes
>>
>>
>> On Sat, Nov 2, 2013 at 2:10 PM, Jacob Merrill <blueprintrandom1 at gmail.com
>> > wrote:
>>
>>> The new Bullet 2.82 SDK is available for download. It allows for higher
>>> quality physics simulation, suitable for robotics, using the Featherstone
>>> articulated body algorithm. The release also introduces a new Mixed Linear
>>> Complementarity Problem (MLCP) solver interface, with various direct solver
>>> implementations. Read more here.
>>>
>>> Our focus is now on integrating all Bullet 2.x features into the
>>> upcoming Bullet 3.x SDK. You can learn more about its progress in our
>>> SIGGRAPH course notes on GPU rigid body simulation at the Multithreading
>>> and VFX website.
>>>
>>> So in 1 paragraph they talked about both multithreading and
>>> Featherstone,  this may be why I was confused,
>>>  On Nov 1, 2013 12:20 PM, "Arnaud Degroote" <arnaud.degroote at laas.fr>
>>> wrote:
>>>
>>>> On 01/Nov - 09:53, Jacob Merrill wrote:
>>>> > 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.
>>>> > >>
>>>>
>>>> Just to add we develop a robotic simulator using blender / game engine
>>>> (morse.openrobots.org) and we will be really interested by this feature
>>>> to simulate in a smarter way complex armature.
>>>>
>>>> Best regards,
>>>>
>>>> --
>>>> Arnaud Degroote
>>>> Postdoc
>>>> RIA LAAS - CNRS
>>>>
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>>>>
>>>>
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>>>
>>
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