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Bullet Physics #202604
04/15/08 22:44
04/15/08 22:44
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
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Dont know if this should go to physics section but it's here.

Since the ODE is outdated and not updated anymore, and lacks of some features and some current features are not proper etc. people searches for some other physics engine. There is Aegia Physx, but it has some license fees for commerical use. Havok gonna be released soon, but also needs some license fees for commerical use, newton is really good and already works with GS.Aaand there is another open-source one, and licensed under zlib license for commerical projects. Has plenty of good features and imporeved everyday. The Bullet.

The latest features are Softbody physics, clothes, ropes etc. They also have ragdolls, and rigid bodies of course.

You should check their 4day-old demo that shows softbodies,ropes,clothes, rigid body attached to rope, again something attached to cloth, softbody collisions,ragdols, a BSP demo, something about concave and convex shapes +raytracers(its 1.30am here i didnt completely get them.), sliders, 3000 boxes falling test, 130+ ragdolls test etc. Check and see youself:
http://code.google.com/p/bullet/downloads/list

(the 1 mb one is the demo.)

Im really impressed, softbodies are new features in bullet so i belive that it will be improved more.

I dont know what conitec and GS developers and JCL thinks about current physics engine of acknex, and how deep ODE bruied in to acknex, but doing something like replacing ode with bullet would be great.But this has a very small possibility.

Since currently there is nothing about replacing the physics engine ,Would somebody(not me, im not that experienced) consider trying to plug this in to GS??

Last edited by Quadraxas; 04/15/08 22:45.

3333333333
Re: Bullet Physics [Re: Quad] #202608
04/15/08 23:08
04/15/08 23:08
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amy Offline
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I fully agree! Please post this at the future forum.

Conitec really should replace the very lacking ODE with Bullet. Bullet is actively developed full time by Erwin Coumans and an active community.

Newton would be great too but it already can be used with Gamestudio and I think I have read somewhere that Conitec is sceptical about using closed source with no commercial support (Newton support actually is much better than ODE support though. With ODE there are no fixes for flaws which exist since years and the available source code doesn´t seem to help much to fix those either. :))

Physx is kind of stupid for several reasons not only because of the needed driver. A very overhyped engine (based on ODE) by a dislikable company (read John Carmack´s opinion about it).

Havok has great tools but isn´t free for commercial purposes.

Re: Bullet Physics [Re: amy] #202717
04/16/08 16:46
04/16/08 16:46
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The demos seems alright, but it's hard to judge a physics engine on that. I wasn't impressed by the performance during the 136 raggdoll characters falling down, nor the 3000 barrels coming down. It became a slideshow thing here....

A very overhyped engine (based on ODE) by a dislikable company (read John Carmack's opinion about it).

I think John Carmack just still feels bad about how Ageia didn't choose their next-gen Tech 5 engine, but instead went for Unreal based technology to showcase the PhysX physics stuff... I think I also vaguely remember Carmack saying the same thing about Havoc too when it was just released...


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Re: Bullet Physics [Re: PHeMoX] #202723
04/16/08 17:01
04/16/08 17:01
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amy Offline
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http://www.pcper.com/article.php?aid=532&type=expert&pid=1

 Quote:
CARMACK: That was one of those things where it was a stupid plan from the start and I really hope NVIDIA didn’t pay too much because I found the whole thing disingenuous. Many people from the very beginning said their entire business strategy was to be acquired because it should have been obvious to everybody that the market for an add-in physics card was just not there. And the market proved not to be there. The whole thing about setting up a company and essentially lying to consumers, that this is a good idea, in order to cash out and be bought out by a big company, I saw the whole thing as pretty distasteful. It’s obvious, and we knew when AGEIA was starting, that a few generations down the road we would have these general purpose compute resources on the GPU. And what we have right now are things like CUDA that you can implement physics on; you can’t mix and match it very well right now, with such a heavy weight systems change, but that’s going to be getting better in future revisions. And eventually you will be using a common set of resources that can run general data parallel stuff versus very high efficiency rasterization work. As for the PhysX hardware, while they would have a little bit of talk about how their architecture was somehow much better suited for physics processing, and it might have been somewhat better suited, for it they never told anyone how or why.


Carmack isn´t the only one with this opinion. Read a bit on the Bullet forums (where many physics programming experts hang around) for example. Or on the Ogre3D forums...

Re: Bullet Physics [Re: amy] #202726
04/16/08 17:10
04/16/08 17:10
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 Quote:
The demos seems alright, but it's hard to judge a physics engine on that. I wasn't impressed by the performance during the 136 raggdoll characters falling down, nor the 3000 barrels coming down. It became a slideshow thing here....
Performance isn´t the most important thing in physics engines at all and with 3000 entities you can get performance problems just with rendering (at least in Gamestudio :)). I don´t think other physics engines would be much faster. The Crysis barrel videos on youtube weren´t rendered in realtime for example.

Re: Bullet Physics [Re: amy] #202733
04/16/08 17:46
04/16/08 17:46
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just a small question... how were they rendered then?

Re: Bullet Physics [Re: Joey] #202737
04/16/08 17:52
04/16/08 17:52
Joined: Oct 2007
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Ä°stanbul, Turkey
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if you have a system that runs the Crysis on that settings(i mean 5k barrels video), i believe bulet will also can handle it that fast(ok ok, maybe not as high performance as crysis but it will be faster.). And yes, if they are not rendered in realtime, how they are renedered?. The only thing here is all 5k barrels is not in sight at same time, but physics are not stopped for out-of-sight objects.


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Re: Bullet Physics [Re: Quad] #202740
04/16/08 18:00
04/16/08 18:00
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Each frame renders as long as it takes (with a fixed time step) and once it is done an image for the video gets written out. That´s how the Crysis barrel videos got done.

Re: Bullet Physics [Re: amy] #202742
04/16/08 18:07
04/16/08 18:07
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With render I also meant the physics calculations. You can easily do such barrel videos with almost every engine. Not very impressive at all. In the videos it looks like the barrel stacks aren´t even able to stand on their own. The are in a sleeping state and once they wake up everything instantly collapses.

Re: Bullet Physics [Re: amy] #202789
04/16/08 23:58
04/16/08 23:58
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I totally agree with you amy.

In fact, that Crysis video was sort of fake anyways, because it wasn't real-time. They could have done the same with 20K barrels....


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