Joshua Leung's (Aligorith's) GSoC project last year involved Bullet simulations in Blender (without using the BGE). I think he updated Bullet in his branch. You might want to have a chat with him.
Cheers, Mitchell Stokes On Wed, Mar 2, 2011 at 2:23 PM, Erwin Coumans <[email protected]>wrote: > The BGE already has a perfect location for such 'exportBulletFile' method > in > KX_PyConstraintBinding.cpp > This would only be around 10 lines of code, and I will add this > debugging/export option soon. > > Doing it outside of this KX_PyConstraintBinding.cpp might require much more > work.It requires an up and running Bullet physics world > btDiscreteDynamicsWorld. > Is someone volunteering to do this work? > Thanks, > Erwin > > > > > On 2 March 2011 14:11, Juha Mäki-Kanto <[email protected]> wrote: > > > Hi, > > > > As Dalai Felinto said, I use the 2.49b export patch atm. to get the > physics > > data out of blender. I do this from makefiles so I've added a GE > > commandline > > param (-g) export_physics = filename; with it the gameengine initializes, > > does export and sets exitrequested to "true" before the main-loop. > > > > All in all it's not neat so a bpy-function with similar results would be > > nice from a model-exporters perspective, possibly with an > > init_bge_pyscript-parameter which would allow advanced users to create > > things only available from within the GE. I'm pretty new to bullet and > > blender development so I'm not sure what problems this would cause > compared > > to just having a purely bge based solution. > > > > Thanks, > > Juha > > > > 2011/3/2 Mitchell Stokes <[email protected]> > > > > > Nice to see you around again Erwin! > > > > > > bpy is available in the BGE if you're running from inside Blender. > > However, > > > not from the Blenderplayer. Since this is more of a debug thing, I > think > > > this would be acceptable. > > > > > > Cheers, > > > Mitchell Stokes > > > > > > On Tue, Mar 1, 2011 at 11:38 AM, Erwin Coumans < > [email protected] > > > >wrote: > > > > > > > Hi, > > > > > > > > That is a good idea but I don't think it is a full replacement unless > > BPY > > > > is > > > > available within the BGE. > > > > > > > > Having the option to export within the BGE allows you to 'debug' and > > > export > > > > a full running simulation. > > > > Some constraints/joints are only added at run-time (vehicles for > > > example). > > > > > > > > Is BPY that can access a running Bullet simulation, available inside > > BGE? > > > > Thanks, > > > > Erwin > > > > > > > > > > > > > > > > > > > > > > > > > > > > On 1 March 2011 11:23, Dalai Felinto <[email protected]> wrote: > > > > > > > > > Hi Erwin, > > > > > > I plan to add a single BGE physics API to export to a .bulle > file, > > > for > > > > > > example exportBullet(char* fileName); > > > > > > > > > > What if instead of a BGE API you do it as a bpy API? > > > > > That way one can write an addon to export the .bulle files. It > should > > > > > already be possible now, but having an API for that can be easier I > > > > > guess. > > > > > > > > > > (as a matter of fact Juha Mäki-Kanto, who submitted the > > RigidBodyJoint > > > > > patch, uses Blender exactly for this, to export the .bulle for his > > > > > engine) > > > > > > > > > > -- > > > > > Dalai > > > > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > http://lists.blender.org/mailman/listinfo/bf-committers > > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
