Bullet 3 gpu physics support
Posted: 09 Oct 2014, 09:09
Hello,
some time has passed since this post viewtopic.php?f=7&t=1403&p=5323&hilit=gpu#p5323
and in the meantime bullet 3 has been released, claiming that "The entire collision detection and rigid body dynamics is executed on the GPU." (see https://github.com/bulletphysics/bullet3)
I think this is an exciting opportunity for applications where simulation speed is an issue, offering the prospect of massive performance gains.
As far as I understand from the v-rep documentation, the interface with the physics engines is designed with modularity in mind,
so that, at least in theory, they should be easily interchangeable.
Can you give me some advice as to how to start if I was to fiddle with the physics engines in vrep?
or is there any specific plan to make use of bullet 3's gpu acceleration features in the near future?
thank you very much,
raimund
some time has passed since this post viewtopic.php?f=7&t=1403&p=5323&hilit=gpu#p5323
and in the meantime bullet 3 has been released, claiming that "The entire collision detection and rigid body dynamics is executed on the GPU." (see https://github.com/bulletphysics/bullet3)
I think this is an exciting opportunity for applications where simulation speed is an issue, offering the prospect of massive performance gains.
As far as I understand from the v-rep documentation, the interface with the physics engines is designed with modularity in mind,
so that, at least in theory, they should be easily interchangeable.
Can you give me some advice as to how to start if I was to fiddle with the physics engines in vrep?
or is there any specific plan to make use of bullet 3's gpu acceleration features in the near future?
thank you very much,
raimund