[Bf-gamedev] New Bullet version and Featherstone

Sean Olson seanolson at gmail.com
Sat Nov 16 21:51:16 CET 2013


I'm actually curious if this could double as that list - the list is pretty
quiet - I'm seeing just a few emails a week.  If it gets too crazy then
perhaps split off a bf-bge list?  Thoughts?

-Sean


On Fri, Nov 15, 2013 at 10:40 PM, Jacob Merrill
<blueprintrandom1 at gmail.com>wrote:

> 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
>>>>>
>>>>> _______________________________________________
>>>>> Bf-gamedev mailing list
>>>>> Bf-gamedev at blender.org
>>>>> http://lists.blender.org/mailman/listinfo/bf-gamedev
>>>>>
>>>>>
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>>>>
>>>
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>>>
>
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