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  • frankiezafe 22:29 on 2016-10-04 Permalink | Reply
    Tags: Bullet, ,   

    Physical primitive of the day: the cylinder.
    Loaded from blender, of course.


  • frankiezafe 18:17 on 2016-10-03 Permalink | Reply
    Tags: , Bullet, , ,   

    How to prepare meshes and its physical version in blender usable in polymorph engine?

    How it’s looking like once done in the right way:

    For this mesh (a kind of quad pods not very well done):


    You can resume the shape with:

    • 4 boxes, surrounding the legs of the shape
    • and 4 spheres, surrounding the ends of each legs.

    To do so, design the collider using cubes and sphere (low resolution ones, i’ve used 10×5 just because it will look nicer in the screenshots :)).

    Attribute a different material to each part using this naming convention:

    • material for boxes starts with “box_”;
    • material for spheres starts with “sphere_”.

    The different colors of materials is just to make the screenshot clearer.


    Apply a triangulate modifier to ensure you don’t have any ngon in your meshes.

    Once all this is done, export the meshes using blender2ogre addon.

    The importation steps will be described in the full tutorial, with the complete documentation.

  • frankiezafe 18:18 on 2016-10-01 Permalink | Reply
    Tags: Bullet, ,   

    Bullet’s compound shapes wrapper for ogre.

    A tutorial on how to prepare your meshes is being written and will soon be completed > https://bitbucket.org/polymorphteam/pe.2.0/wiki/bullet-compound



  • xuv 22:12 on 2016-09-30 Permalink | Reply
    Tags: Bullet, Kimai, ,   

    Polymorph weekly news #8 

    Bullet schema

    This will take only 5 minutes.

    This is what @frankiezafe and I told each other when starting our weekly meeting about the Polymorph.

    Time, whether it’s a good way to evaluate a human activity or not, is always going to be used as a reference. How much time did you spend on this? How long will it take to release a first video game? How much more time do you need to finish implementing Bullet? Do you have 5 minutes to share this article with your friends or read this weekly news? (which by now you have figured out is not even weekly).

    With computers it seems, we’re all quickly loosing track of time. Whatever the machine is doing to us, it is sucking it at an incredible pace. And EVERYONE in the business knows it. Let me quote a discussion between Ton Roosendaal and Bart Veldhuizen about development time:

    Our meeting, with the excuse of this post, took almost 2 hours. Of course we talked about other things than Polymorph. Of course this always happens between us two. But in an open structure like Polymorph, on an open source project like PEEL or the Polymorph Engine, how do you track the amount of work being done?

    Well, it’s not really a little secret, but within Polymorph, participants are encouraged to log the hours they spend on each project using Kimai. It’s certainly not the best way, but it’s not a bad way either. It’s also mostly a tool for oneself to figure out how much time we’ve spend on something. And believe it or not but @frankiezafe has already spend 350 hours developing the Polymorph Engine. Not bad if you ask me. This is over the course of the last 3 months, full time, or close.

    The Polymorph Engine is not finished yet, of course. But François is happy the way it advances. It will help build games faster in the future, as the most common operations for building a game will be immediately available, without hiding the complex process underneath it.

    For the technical minded in the audience, François is still working on adding Bullet to Ogre. The illustration of this artcile is from Bullet’s documentation, which François has praised as the best documentation he’s seen so far. Bullet (a physics engine) will be useful for both PEEL and for Tuning Scores. In PEEL, it will help to avoid collisions and discard impossible moves in the puzzle, while in Tuning Scores, the whole game play is based on the physical properties of the objects in the virtual world.

    This news took me 53 minutes to write. I better close now. I still have to post it on Twitter, Facebook and Diaspora*. You’d be so kind to give us a minute too and share it with your friends.


    • frankiezafe 19:44 on 2016-10-01 Permalink | Reply

      a programmer’s day lasts around 30 minutes, from 9am to 8pm for the rest of the world…

      • xuv 20:49 on 2016-10-02 Permalink | Reply

        Nope, it’s the other way around. A programmer’s day lasts 2 weeks for the rest of the world.
        Because if a programmer tells you that he can do something in a day, come back in 2 weeks for actual delivery.

  • frankiezafe 19:52 on 2016-09-24 Permalink | Reply
    Tags: Bullet, , , ,   

    Demo of physics in polymorph engine.

    A lot of stuff has been fixed since yesterday, but severe improvments are still to be done.

    In the video, only convex hulls and simple colliders (cubes & spheres) are used.

    To add a custom collider on a PNode, you call:

    pnode.load( sceneManager, “General”, “my-high-resolution.mesh” );
    pnode.physics( polymorph::BT_DYNAMIC_CONVEX, “General”, “my-low-resolution.mesh” );

    “my-low-resolution.mesh” will be used to calculate physics.

    Using convex is a problem for the blue thingies: the torus is not empty, but convered by an invisible “skin”. Therefore, other objects can not go through this huge hole… The issue should be solved by using the btGImpactMeshShape, but the shapes are behaving strangly when enabled. They jumps all the time…

  • frankiezafe 20:44 on 2016-09-23 Permalink | Reply
    Tags: Bullet, , ,   

    Bullet integration.

    Working on a wrapper to ease access to the ogre objects, in a namespace called polymorph 🙂

    For instance, here is how to declare objects.


    // simple nodes
    n0.sphere( sceneMgr );
    n0.orientation( Vector3( 0.3,-0.1,0 ) );
    n0.scale( 2.46 );
    n0.move( Vector3( -12,8,0 ) );
    n0.debug( true );

    n1.sphere( sceneMgr );
    n1.debug( true );
    n1.orientation( Vector3( -0.5,0.1,0 ) );
    n1.scale( 4 );
    n1.move( Vector3( 12,0,0 ) );

    // parenting n1 to n0
    n0.attach( &n1 );

    // nodes with physics
    my_sphere.sphere( sceneMgr );
    my_sphere.orientation( Vector3( 0.3,-0.1,0 ) );
    my_sphere.scale( 2.46 );
    my_sphere.move( Vector3( -12,8,0 ) );
    my_sphere.debug( true );
    my_sphere.physics( polymorph::BT_DYNAMIC_SPHERE );

    my_node.load( sceneMgr, “General”, “ob.mesh” );
    my_node.physics( polymorph::BT_DYNAMIC_FREE, “General”, “ob-physics.mesh” );
    my_node.scale( 5 );
    my_node.debug( true );

    Once done, to move an object, you call:

    my_sphere.yaw( Radian( 0.005 ) );
    my_node.yaw( Radian( 0.02 ), true );
    my_node.move( Vector3( -12,8,0 ) )

    Very soon, custom meshes will be available into Bullet!

    See P.E.2.0/bullet/app for sources.


  • frankiezafe 19:15 on 2016-08-23 Permalink | Reply
    Tags: Bullet, ,   

    Bullet first steps.

    After reading the very basic bullet quick start pdf (and therfore really quick, indeed), bullet starts to animate #ogre3d objects.

    A remark: sphere basic prefabs in ogre3d has a default radius of 50!




  • frankiezafe 20:51 on 2016-08-19 Permalink | Reply
    Tags: Bullet, , ,   

    Open 2 big worksites: #bullet and #pd.

    Both of them are buggy, but for different reasons:

    • bullet: the addon dates from version 1.9, and a lot of things have changed in the way ogre is managing resources. A cleanup is started, but there are important classes declarations that needs to be reviewed.
    • libpd: the library is a marvellous to install, and the example-libpd worked after several minutes. The main issue here is to setup rtAudio in the proper way. The code provided in the library cpp example is not compiling. Require a closer look.
  • frankiezafe 09:34 on 2016-08-18 Permalink | Reply
    Tags: Bullet, ,   

    Starting installation of #bullet in ogre.

    First step is to install bullet, and the example browser is very promising.

    Bullet Physics ExampleBrowser using OpenGL3+. Release build_673


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