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 Post subject: Bullet & BspPosted: Fri Nov 04, 2005 2:35 pm

Joined: Fri Nov 04, 2005 2:22 pm
Posts: 34
Hi!
is it possible to implement Bullet in a system BSP as quake2?

Thanks!

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 Post subject: Posted: Thu Nov 10, 2005 6:14 am

Joined: Sun Jun 26, 2005 6:43 pm
Posts: 3825
Location: California, USA
Yes, but:

If you want to use Bullet with quake 2, you can best create a convex shape for each quake 'brush'. A quake brush is a convex shape bounded by a collection of planes. You can create a point representation, by calculating the intersection points of those planes.

See an explanation for "Turning a brush into a set of polygons" here:
http://folk.uio.no/stefanha/MAPFiles.pdf

Erwin
ps: i'm currently too busy, but if time allows, I might add some bullet demo that loads a quake2 bsp.

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 Post subject: Posted: Fri Dec 09, 2005 9:46 am

Joined: Fri Nov 04, 2005 2:22 pm
Posts: 34
thanks!

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 Post subject: Posted: Tue May 16, 2006 11:45 pm

Joined: Fri Nov 04, 2005 2:22 pm
Posts: 34
Is there someone that has created some example with the BSP?
I am to a good point with my engine mE++, it is time of a good physics now....

thanks!

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 Post subject: Posted: Thu May 25, 2006 6:34 am

Joined: Thu May 25, 2006 6:31 am
Posts: 1
Quote:
If you want to use Bullet with quake 2, you can best create a convex shape for each quake 'brush'.

You could probably use the BSP information to find brushes of interest and deactivate most of the convex shapes. I imagine this would save some cycles.

-JR

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 Post subject: Posted: Thu May 25, 2006 11:57 am

Joined: Fri Nov 04, 2005 2:22 pm
Posts: 34
not all the world is certainly given in meal to Bullet, but only the important areas....
I always hope that Erwin or someone that it uses Bullet both able to create some simple example....

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 Post subject: Posted: Thu May 25, 2006 2:44 pm

Joined: Sun Jun 26, 2005 6:43 pm
Posts: 3825
Location: California, USA
If someone can add a small BSP loader (preferably 1 or few files) to load the Quake 2 file, and add it to a current Bullet demo (using the existing OpenGL rendering, doesn't need to be textured).

So if you take care of the loading and rendering, I will add the collision detection part. Then this sample will be bundled with Bullet source code.

Thanks,
Erwin

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 Post subject: Posted: Thu May 25, 2006 7:34 pm

Joined: Fri Nov 04, 2005 2:22 pm
Posts: 34
this is the only one that I know simpler, even if it is for q3 but it varies of few....
http://www.paulsprojects.net/opengl/q3bsp/q3bsp.zip

bsp.cpp is the file core

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 Post subject: Posted: Thu May 25, 2006 8:08 pm

Joined: Sun Jun 26, 2005 6:43 pm
Posts: 3825
Location: California, USA
If you can integrate that file in a Bullet demo, remove dependencies (if any), load data, view, then I will add collision detection.

That's the deal.
Erwin

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 Post subject: Re: Bullet & BspPosted: Sun Mar 18, 2012 4:57 pm

Joined: Fri Nov 04, 2005 2:22 pm
Posts: 34
After several years of absence due to other passions, I resumed ...
I just started to implement Bullet Physics
but for this defect of the flickering I have to figure out if it's rendering engine or other (drivers?...)
I'm using now for test, the engine EGL modified by Paril, PhysGL --> http://youtu.be/lruTzz3iMh4

I would not want that after the implementation in my engine, I have the same defect.
the effort is not small.

Here my video with flickering ---> http://www.youtube.com/watch?v=wSClGb6nGh0

while my engine mE++(without Bullet) is normal http://www.youtube.com/watch?v=SNX73KpTvwI

Thanks
Frank - Italy.

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 Post subject: Re: Bullet & BspPosted: Sun Mar 18, 2012 6:27 pm

Joined: Sun Jun 26, 2005 6:43 pm
Posts: 3825
Location: California, USA
@Typhontaur

Beautiful piano background music

It seems like a problem with the rendering/visibility?

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 Post subject: Re: Bullet & BspPosted: Sun Mar 18, 2012 8:20 pm

Joined: Fri Nov 04, 2005 2:22 pm
Posts: 34
Erwin Coumans wrote:
@Typhontaur

Beautiful piano background music

It seems like a problem with the rendering/visibility?

Thank you Erwin! Maybe I was good with the physics as with the piano!
I thought the culling of models by the rendering, but I have tried to
disable it for the type of model used, but I have not resolved anything.
Certainly I am using an engine that does not know in depth (quake2 modified) and do not know where to put their hands.
I will try to implement this great work (thanks Paril) in my engine.
I hope that I win in the end. After all Bullet is a great library, and for this
I thank you Erwin!
Meanwhile, someone in the forum found this defect in its development path, I'd love to hear his opinion.
Thank you again.

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 Post subject: Re: Bullet & BspPosted: Mon Mar 19, 2012 12:29 am

Joined: Fri Nov 04, 2005 2:22 pm
Posts: 34
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 Post subject: Re: Bullet & BspPosted: Mon Mar 19, 2012 3:38 pm

Joined: Fri Nov 04, 2005 2:22 pm
Posts: 34
I've tested:
1) Bullet 2.78 beta (svn trunk r2338)
2) Bullet-2.79-rev2440

Now I'm using these versions to avoid model flickering

new versions above these releases have this problems!
WHY Erwin? Help me!

Here a correct test: (WOW!)
(Music by me for piano solo: "Simply You")

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 Post subject: Re: Bullet & BspPosted: Wed Mar 28, 2012 10:37 pm

Joined: Fri Nov 04, 2005 2:22 pm
Posts: 34
First Test in mE++ on YT - Bullet-2.79-rev2440
Sorry for bad fps but fraps...
I tried to link it with the Bullet version 2.80.2535
but the program crashes calling btDiscreteDynamicsWorld ()

p.s. Happy Easter from the character of the demo!

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