Basic bullet physics rbd to open cl gpu

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johnsonalpha
Posts: 73
Joined: Fri May 01, 2015 8:23 pm

Basic bullet physics rbd to open cl gpu

Post by johnsonalpha »

how would i make this simulate on the gpu in bullet physics 3 i not understand how to implement the gpu rigidbody pipeline

btCollisionShape* fallShape = new btCapsuleShape(capsule_radius, capsule_height);
fallShape->calculateLocalInertia(mass, fallInertia);
btRigidBody::btRigidBodyConstructionInfo fallRigidBodyCI(mass, fallMotionState, fallShape, fallInertia);
btRigidBody* fallRigidBody = new btRigidBody(fallRigidBodyCI);
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Erwin Coumans
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Re: Basic bullet physics rbd to open cl gpu

Post by Erwin Coumans »

You can't access the OpenCL experimental physics pipeline through the Bullet 2.x API, it is a full rewrite. There is some OpenCL demo in the ExampleBrowser that you can enable, but you will need to build OpenCL knowledge to use it (and possibly fix kernel compilation on your platform).
johnsonalpha
Posts: 73
Joined: Fri May 01, 2015 8:23 pm

Re: Basic bullet physics rbd to open cl gpu

Post by johnsonalpha »

Erwin Coumans wrote:You can't access the OpenCL experimental physics pipeline through the Bullet 2.x API, it is a full rewrite. There is some OpenCL demo in the ExampleBrowser that you can enable, but you will need to build OpenCL knowledge to use it (and possibly fix kernel compilation on your platform).
do you now of any good places to learn OpenCL?
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