Bullet physics implementation and other stuff

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Thanks a'lot, i will dive into docs.
i'm sorry for my English
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Bullet Update:

I implemented static animated geometry.

Its using for pushing objects - for eg. Earthquake = Road cracks going up and then down
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I want to apologize to SESI, When I said that there is the plugin for voronoi fracture, so I dont understand why H11 includes this asset —>>> I tested it and new voronoi is very fast and accurate then original plugin!!!

I compiled source code for H11, so I think that H11 catch me :shock:
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I'm trying to optimize the process of loading objects and try to implements convex decomposition using multiple-threads. But no result.

When I write # include <pthread.h>, compiler says “file not found”.

I use VS2005 on 64bit Win7

Did someone similar problem???
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Not sure exactly, as I use Linux/OS X myself. However, it might be that pthread.h isn't in your environment variables path, so the compiler isn't finding it.
I'm o.d.d.
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cybermax
I'm trying to optimize the process of loading objects and try to implements convex decomposition using multiple-threads. But no result.

When I write # include <pthread.h>, compiler says “file not found”.

I use VS2005 on 64bit Win7

Did someone similar problem???

Isn't pthread mainly a linux library? I know I had trouble with it when I was looking at it for windows.

http://sourceware.org/pthreads-win32/ [sourceware.org]

Think you might have to compile it yourself.
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cybermax
I'm trying to optimize the process of loading objects and try to implements convex decomposition using multiple-threads. But no result.

When I write # include <pthread.h>, compiler says “file not found”.

I use VS2005 on 64bit Win7

Did someone similar problem???

If this is a Houdini plugin, you might try the multi-threading support built into the HDK, which should work on any platform Houdini runs on.

http://www.sidefx.com/docs/hdk11.0/hdk_multithreading.html [sidefx.com]
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thx all

After hour I thought that pthread is for linux too. But I find some my old source code where I use multi-thread and for window its thread.h - but compiler write same error

So I will try HDK Thread from Johner links.

In this moment I simulate very big scene with fast response and low memory, but I must waiting over sending data from houdini to bullet(first frame), than Everything is fast(to the size of the scene)
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I have problems with Convex decomposition.

If I have two and more complicated concave objects close together I have problem with Convex decom which create a little bit different shape and bullet very fast push away this intersect objects.

So I decided write my own convex decomposition or there is any open source project with solved this problems????
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Solved … Smooooth …
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Second WIP video: http://vimeo.com/13988818 [vimeo.com]

Nothing special, no constraints, few bodies and In viewport you can see geometry for bullet collision. I will write code for applying transform data on original geometry, in this moment is not important :wink:

The reason for this test is new decomp system and its much more faster and I dont find any geometry “compression” so bullet return nice result (no explosions )


Ouu and finaly I jump to the H11, but within voronoi I havent tested another tool yet :?
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awesome!
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WIP pics

Frist floor with a lot of constraints.

Time per frame: 4-6s
One Cache file: 6,2MB(Bgeo)

Exterier Cam:
http://www.postimage.org/image.php?v=gxwqBor [postimage.org]
http://www.postimage.org/image.php?v=gxwqDTA [postimage.org]
http://www.postimage.org/image.php?v=gxwqGnJ [postimage.org]
http://www.postimage.org/image.php?v=gxwqLn0 [postimage.org]

Interier Cam:
http://www.postimage.org/image.php?v=gxwqrpS [postimage.org]
http://www.postimage.org/image.php?v=gxwqtV0 [postimage.org]
http://www.postimage.org/image.php?v=gxwqwp9 [postimage.org]
http://www.postimage.org/image.php?v=gxwqyUi [postimage.org]

This is still work in progress so some constraints still missing( for eg. roof with wall ) and boards on the floor is long(from one wall to other wall), but its fracture by voronoi.

Next problem its that I must test house with more max_forces(constraints) parameters because If I set big value, house dont break up, but with low value he break like a house of cards :?


I create HDK plugin for generating constraints and for example all board(the bigest geo in scene) compute in 1-2second, so its fast. :shock:
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third WIP video: http://vimeo.com/14346567 [vimeo.com]

just more details and better house structure. With bullet plugin nothing changed :-). So version 1.0 is more and more closer.

There is still few bugs with setting max_forces(constraints), Its really difficult finding where every material have maximum force before breaking.

The most amazing thing is that if I hit play and I have all ground, The house dont breaks, so the all constraints working great and structure is right.


Objects: 2525
Constraints: 11731 :shock:
Time per frame: about 5s (substep: 10)
Cache files: 1.4GB(Bgeo)

Hell yees, 11731 constraints and its stable :!:
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Great progres man, realy interesting dynamics…

I wolud realy like to see yout test on some building, huge,

i made some fast test just for idea..

Attachments:
fracture_test.mov (2.6 MB)

WEB
http://www.igorfx.com/ [igorfx.com]

Vimeo
https://vimeo.com/igorzanic [vimeo.com]
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CeeGee
i made some fast test just for idea..

Great test, CeeGee. Did you use H11 integrated voronoï or bullet+voronoï from odForce ?

How much time for simulation ?
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CeeGee: nice test, before few months I working on this “type” of building with bullet DOP and I had similar result. Its want some constraints ( a lot of constraints :twisted: )

But problem is that I study and I must work on my bachelor work: http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=20518&start=0&postdays=0&postorder=asc&highlight= [sidefx.com]

I still working on bullet implementation, but in this moment My priority are in the muscle and skin toolkit.

I still waiting on Bullet 3.x.x with GPU fluids and OpenCL support. In this moment the plugin is not done I dont want to publish it for testing because It will have a lot of work with fixing your sending bugs and I must do some school stuff, so I dont have time for this. The next thing is documentation for bullet which I have to write for you :cry:
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ok, I make some progress.

I have few days free time. So I created example file with basic settings of plugin and now I finishing documentation so within few days waiting for first release of plugin.

I am sure that plugin will be compilated for win64, some days later win32.

Problem is that I dont have any experience with compiling under linux. I check that apprentice is for many Unix systems, so Have I compile for all this system??? And what about 32bit vs 64bit???


And I am sure that MacOS will not be supported because I dont have this OS in my HDD and I dont know anybody who has Mac. Sorry.
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ok, I make some progress.

I have few days free time. So I created example file with basic settings of plugin and now I finishing documentation so within few days waiting for first release of plugin.

I am sure that plugin will be compilated for win64, some days later win32.

Problem is that I dont have any experience with compiling under linux. I check that apprentice is for many Unix systems, so Have I compile for all this system??? And what about 32bit vs 64bit???


And I am sure that MacOS will not be supported because I dont have this OS in my HDD and I dont know anybody who has Mac. Sorry.

Yeh, compiling for linux requires specific versions of gcc depending on what version of Houdini you use.
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cybermax
And I am sure that MacOS will not be supported because I dont have this OS in my HDD and I dont know anybody who has Mac. Sorry.

I have a mac. I'm not a specialist of compilation, but i can try if you want.
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