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Basic bullet physics rbd to open cl gpu

Posted: Fri May 01, 2015 8:32 pm
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);

Re: Basic bullet physics rbd to open cl gpu

Posted: Wed May 06, 2015 3:44 pm
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).

Re: Basic bullet physics rbd to open cl gpu

Posted: Thu May 07, 2015 4:45 am
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?