I'm curious, what specific problems did you guys run into with ODE, and what
parts are missing from the bullet implementation?

On Fri, Mar 27, 2009 at 12:16 PM, <[email protected]> wrote:

> I would agree with Xiaohui Bie, this si something that needs great
> improvement with CS, so much so that my team got frustrated with CS and we
> will probably migrate to a new engine.  Definitely needs a full
> implementation of Bullet or a newer physics library to handle dynamic
> collision detection, that is what most games need nowadays and makes
> development a lot easier if this was integrated right.
>
> Brad Nelson
>
> Play-Em
>
> > Biography
> >
> >
> > My name is Xiaohui Bie. I am a second year graduate student of Institute
> > of Software, Chinese Academy of Sciences (ISCAS). My major is Computer
> > Graphics and my research focuses on physics-based simulation. I have been
> > researching on collision detection for nearly two years and obtain a
> > strong understanding in this area. I am familiar with many good physics
> > libraries such as opcode, bullet and solid. My experience in C/C++ is
> > almost 5 years and I¡¯m proficiency in OpenGL coding.
> > I have led some projects, such as Manufacturing production management
> > software MRP, Project Management software MRP. I hope this chance can
> lead
> > me to Crystal Space world and I¡¯m eager to contribute.
> >
> >
> >
> > Project/ideas
> > Crystal Space uses two different systems to cope with collision and
> > dynamics respectively, which may bring developers especially the recruits
> > some unconvenience , I was once a recruit, so I especially know how
> > necessary an unified collision and dynamics system is. I think some
> modern
> > physics libraries are worthy of study, such as bullet, which allows us to
> > do only collisions detection without the dynamics. To unify the two into
> > one set, we can build two interface like the bullet, one is
> collisionworld
> > and the other is dynamicsworld. Dynamicsworld inherits from
> > collisionworld. The collisionWorld is the interface for the collision
> > detection., while the dynamicsworld is the interface for several dynamics
> > implementation. If we only need collision detection, just like the bullet
> > collisionintefacedemo does, use the collisionworld is enough. Because
> > collisionworld is above dynamicsworld, if you want to build a dynamic
> > world, collisonworld is also needed to be include.
> > Further more, because I have been studied in this area for a long time, I
> > like to share my experiences with others, so I would like to introduce
> > something new to the collision detection of Crystal Space, such as the
> > collision detection of deformed objects, although it may be involved in
> > some libraries, for the self-collision, they are also blank there. But
> > self-collision occurs very frequently in our animation scenes, such as
> > cloth simulation, which inevitably involves self-collisions. In fact,
> > there are great progress in this area recently, such as¡¾Volino et al
> > 06¡¿,¡¾Sud et al 06¡¿,¡¾Govindaraju et al 05¡¿. Any one of them can
> attain
> > a good result. Since the BVHs refit algorithm for deformed objects is
> very
> > mature and fast, so all we need to do is the  introduction of Chromatic
> > Decomposition method in¡¾Govindaraju et al 05¡¿ or Discrete Voronoi
> > Diagrams method in ¡¾Sud et al 06¡¿.
> >
> >
> > References
> > ¡¾1¡¿N. Govindaraju, D. Knott, N. Jain, I. Kabul, R. Tamstorf, R.
> Gayle,M.
> > Lin, and D. Manocha, ¡°Interactive collision detection between deformable
> > models using chromatic decomposition,¡± ACM Trans.Graph. (SIGGRAPH
> Proc.),
> > vol. 24, no. 3, pp. 991¨C999, 2005.
> >
> > ¡¾2¡¿A. Sud, N. Govindaraju, R. Gayle, I. Kabul, and D. Manocha, ¡°Fast
> > proximity computation among deformable models using discrete Voronoi
> > diagrams,¡± ACM Trans. Graph. (SIGGRAPH Proc.), vol. 25,no. 3, pp.
> > 1144¨C1153, 2006.
> > ¡¾3¡¿P. Volino and N. Magnenat-Thalmann, ¡°Resolving surface collisions
> > through intersection contour minimization,¡± ACM Trans.Graph. (SIGGRAPH
> > Proc.), vol. 25, no. 3, pp. 1154¨C1159, 2006.
> > ¡¾4¡¿physics simulation forum  http://www.bulletphysics.com
> >
> > 2009-03-27
> >
> >
> >
> > YOURS SINCERELY,
> >
> > Xiaohui Bie
> > CG Group, State Key Laboratory of Computer Science,
> > Institute of Software,Chinese Academy of Sciences(ISCAS)
> > Tel: (+86)15901521335
> > Email: [email protected]
> >
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