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That would be very interesting to test !
Do you use bullet as a standalone or as a plugin ?
We're getting some trouble with openMP and maya at the moment on another tool...
if you can post a patch here i'd be more than happy to try it out ! :)
Original comment by majestik...@gmail.com
on 14 Jun 2011 at 2:19
If it is not too intrusive we could add it, behind a #define.
Can you share a patch?
Have you checked out this issue?
http://code.google.com/p/bullet/source/browse/#svn%2Fbranches%2FStackAllocation
Is also deals with memory handling to allow parallel collision dispatch.
Original comment by erwin.coumans
on 14 Jun 2011 at 6:37
Attached the patch relative to 2.78.
The majority of the changes are in OverlappingPairCache, where
we reorder the overlapping pairs to avoid concurrent updates of
the same objects.
The other changes are mainly critical sections to avoid race
conditions.
I just realized that including of omp.h should be guarded by a
test for OPENMP_ to make the code compile without OpenMP. Will
do that in the next version of the patch.
Also, thanks for the pointer to the stack allocation branch. This
could certainly help to reduce the number critical sections we need.
Anyway, let me know if there are any issues or if you have any suggestions
on how to extract more concurrency.
Thanks!
Peter
Original comment by peter.me...@gmail.com
on 16 Jun 2011 at 3:27
Attachments:
Hi all,
Just curious, was anybody able to get this patch to work in Bullet?
Or if not, please let me know if there was a major problem and we'll
try to address it.
Thanks,
Peter
Original comment by peter.me...@gmail.com
on 16 Sep 2011 at 8:35
I haven't tried it yet. We have been very busy doing research and development
for GPU acceleration, using OpenCL.
See https://github.com/erwincoumans/experiments/downloads and
http://www.youtube.com/erwincoumans
I hope to find some time after GDC to check out your work!
Original comment by erwin.coumans
on 29 Feb 2012 at 5:34
Thanks for the update Erwin. Do you have any more information about your OpenCL
work posted somewhere? Initially when we had investigated the GPU solvers they
did not generally work for our use of Bullet. Has they ability to generally use
the GPU for Bullet simulations changed?
Original comment by mc...@iastate.edu
on 29 Feb 2012 at 2:15
I had a look at the patch, but the usage of STL (list/map) is a no-go for
Bullet. Bullet is not using STL (or boost etc), but only has a vector
(btAlignedObjectArray) and hash map (btHashMap) as container class.
Still, someone out there might want to try it out.
I make sure to have all this fixed for Bullet 3.x anyway. Thanks for the patch!
(in case someone rewrites it without STL, we can reconsider applying it)
Original comment by erwin.coumans
on 1 Mar 2012 at 5:15
Original issue reported on code.google.com by
peter.me...@gmail.com
on 13 Jun 2011 at 4:10