Bullet 2.68 Soft+Rigid Body OSX Universal Beta Test

Member
Posts: 27
Joined: 2006.07
Post: #1
Hi,

We are preparing another release of the open source Bullet physics library, and try to provide a Mac OSX universal binary.

Can someone check if this one works on PPC and Intel?
http://bulletphysics.com/AllBullet2.68De...versal.zip

New features include cloth, rope, deformable bunnies, apart from standard ragdolls, rigid bodies, collision objects and ray casts etc.

NEW: Bullet 2.68 works fluently on the iPhone, using Oolong Engine 2 from Wolfgang Engel: http://www.oolongengine.com

Thanks,
Erwin
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Moderator
Posts: 1,560
Joined: 2003.10
Post: #2
Works here on i386 (10.5.2), but bus errors on ppc (10.4.11):
Code:
Date/Time:      2008-04-10 22:34:06.021 -0400
OS Version:     10.4.11 (Build 8S165)
Report Version: 4

Command: AllBulletDemos
Path:    /Volumes/adiener/Desktop/AllBulletDemos
Parent:  bash [452]

Version: ??? (???)

PID:    453
Thread: 0

Exception:  EXC_BAD_ACCESS (0x0001)
Codes:      KERN_PROTECTION_FAILURE (0x0002) at 0x00000000

Thread 0 Crashed:
0   libSystem.B.dylib     0x9012cab0 _malloc_initialize + 1016
1   libSystem.B.dylib     0x900033b8 malloc + 48
2   libSystem.B.dylib     0x90117664 localeconv_l + 100
3   libSystem.B.dylib     0x9000c398 __vfprintf$LDBL128 + 64
4   libSystem.B.dylib     0x90102e4c vfprintf_l$LDBL128 + 124
5   libSystem.B.dylib     0x901051bc printf$LDBL128 + 120
6   AllBulletDemos        0x00004804 main + 48
7   AllBulletDemos        0x00004148 start + 68

Thread 0 crashed with PPC Thread State 64:
  srr0: 0x000000009012cab0 srr1: 0x000000000000d030                        vrsave: 0x0000000000000000
    cr: 0x42000222          xer: 0x0000000000000000   lr: 0x000000009012c6ec  ctr: 0x00000000900017a0
    r0: 0x0000000000000002   r1: 0x00000000bffff1e0   r2: 0x00000000a0001fac   r3: 0x00000000000f1004
    r4: 0x000000000032b07c   r5: 0x00000000003308fc   r6: 0x0000000000000001   r7: 0x000000000032b07c
    r8: 0x0000000000000000   r9: 0x0000000000000000  r10: 0x00000000900014f0  r11: 0x00000000a00061ec
   r12: 0x00000000900017a0  r13: 0x00000000bffffafc  r14: 0x0000000000000000  r15: 0x0000000000000000
   r16: 0x0000000000000000  r17: 0x00000000a00022e8  r18: 0x0000000000000000  r19: 0x0000000000000000
   r20: 0x00000000a0001bf4  r21: 0x0000000000000000  r22: 0x0000000000000000  r23: 0x0000000000000040
   r24: 0x000000009fffc6c0  r25: 0x0000000000000000  r26: 0x00000000bffffafc  r27: 0x00000000000d5d0c
   r28: 0x00000000a0003390  r29: 0x00000000a000c6c0  r30: 0x0000000000000000  r31: 0x000000009012c6c0

Binary Images Description:
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Model: PowerBook5,6, BootROM 4.9.1f1, 1 processors, PowerPC G4  (1.2), 1.67 GHz, 1 GB
Graphics: ATI Mobility Radeon 9700, ATY,RV360M11, AGP, 128 MB
Memory Module: SODIMM0/J25LOWER, 512 MB, DDR SDRAM, PC2700U-25330
Memory Module: SODIMM1/J25UPPER, 512 MB, DDR SDRAM, PC2700U-25330
AirPort: AirPort Extreme, 405.1 (3.90.34.0.p18)
Modem: Jump, V.92, Version 1.0
Bluetooth: Version 1.9.5f4, 2 service, 1 devices, 1 incoming serial ports
Network Service: Built-in Ethernet, Ethernet, en0
PCI Card: TXN,PCIXXXX-00, cardbus, PC Card
Parallel ATA Device: MATSHITACD-RW  CW-8123
Parallel ATA Device: FUJITSU MHT2080AH, 74.53 GB
USB Device: Bluetooth USB Host Controller, Apple, Inc., Up to 12 Mb/sec, 500 mA
USB Device: Apple Internal Keyboard/Trackpad, Apple Computer, Up to 12 Mb/sec, 500 mA
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Apprentice
Posts: 19
Joined: 2007.03
Post: #3
Neato. works on PPC
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Member
Posts: 27
Joined: 2006.07
Post: #4
Thanks for testing.

So it works on some PPC but not on others?

What is the difference? Are both 32bit? Different version of OSX?
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Sage
Posts: 1,482
Joined: 2002.09
Post: #5
Works great on Intel/10.5.

Awesome work by the way! I'm jealous. I've been trying to figure out how to mix soft and rigid body physics for a while.

Scott Lembcke - Howling Moon Software
Author of Chipmunk Physics - A fast and simple rigid body physics library in C.
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Moderator
Posts: 3,577
Joined: 2003.06
Post: #6
It works on my Intel MacBook 10.5.2, but I noticed that if I click and hold on some of the objects they seem to whack out in some random direction when I let them go (maybe they seem to spin around cursor when I click on them as if they're instantly trying to center on its position). Whatever, otherwise it seems to work.

Complaints (as if you're even remotely interested):
- slow to launch
- non-Mac-like interface

Otherwise, very happy to see it! Smile
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Sage
Posts: 1,482
Joined: 2002.09
Post: #7
AnotherJake Wrote:Complaints (as if you're even remotely interested):
- slow to launch
- non-Mac-like interface

Given your comment I'm a bit confused, but why even bother criticizing a physics tech demo for such things? As a tech demo it doesn't even do anything particularly interesting other than show off features/performance.

Scott Lembcke - Howling Moon Software
Author of Chipmunk Physics - A fast and simple rigid body physics library in C.
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Sage
Posts: 1,482
Joined: 2002.09
Post: #8
Same error as ThemsAllTook on my G5/10.4.11.

Scott Lembcke - Howling Moon Software
Author of Chipmunk Physics - A fast and simple rigid body physics library in C.
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Member
Posts: 446
Joined: 2002.09
Post: #9
Skorche Wrote:Same error as ThemsAllTook on my G5/10.4.11.
Same here on Dual G4 with 10.4.11.
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Moderator
Posts: 3,577
Joined: 2003.06
Post: #10
Skorche Wrote:Given your comment I'm a bit confused, but why even bother criticizing a physics tech demo for such things?

Why not?

If you are even remotely interested in distributing a product for a particular platform, wouldn't it make sense to make it look like it might fit there?


[edit] I should add: I'm not trying to be nit-picky, but I've seen many, many, many products ported to the Mac (tech-only or otherwise) with little or zero regard for interface or anything else. Some fix it later, but many don't ever give a rip. It's just an impression I get from developers jumping on the platform, so I threw my impression of "remotely interested" out there. Just throwing a heads up. No offense meant.
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Apprentice
Posts: 19
Joined: 2007.03
Post: #11
FYI it worked on my PPC with 10.5.2.

Seems like it crashes on Tiger from these responses
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Sage
Posts: 1,199
Joined: 2004.10
Post: #12
How's the joint situation in bullet? I use ODE mainly for its joints -- but it's looking like bullet wins for collision detection. And considering I'm having some issues with ODE right now, it might be time for me to move on.
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Member
Posts: 27
Joined: 2006.07
Post: #13
TomorrowPlusX Wrote:How's the joint situation in bullet? I use ODE mainly for its joints -- but it's looking like bullet wins for collision detection. And considering I'm having some issues with ODE right now, it might be time for me to move on.

There should be no reason not to use Bullet instead of ODE: Bullet has its own constraint solver, with several joints, motors etc.

As second option, Bullet includes the ODE quickstep solver, so it would be trivial to add any joint that ODE has into Bullet.

Which are the missing joints you need most?
Quote:Seems like it crashes on Tiger from these responses
So it works for Intel and PPC on Leopard, but not on PPC Tiger? What about Intel Tiger?
Quote:- non-Mac-like interface
It is a very basic multi-platform Glut/GLUI interface indeed. Would someone like to help adding a OSX native GUI. Can someone recommend an easy to use OSX GUI app as starting point, that already has OpenGL support?

We have to re-consider OSX GUI anyway, so it might also help for a iPhone SDK version. I was thinking of some 3D finger-pool game.
Thanks for the feedback,
Erwin
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Sage
Posts: 1,199
Joined: 2004.10
Post: #14
erwincoumans Wrote:There should be no reason not to use Bullet instead of ODE: Bullet has its own constraint solver, with several joints, motors etc.

My needs aren't all that great, actually. I've written a sort of general purpose robotics simulation framework, and as part of it I have the normal "Motor", "Servo", "Piston", etc kind of classes. They're all implemented by wrapping and massaging built-in ODE joints.

Basically, it just breaks down to angular and linear joints, with bounds. I'm having some trimesh issues with ODE -- I've recently implemented dynamic volumetric terrain by tessellating a voxel space. It's really cool. But ODE's trimesh collider is unhappy with having a lot of small trimeshes touching at the edges. I've worked around it, but hey, after seeing your soft body stuff ( and the aerodynamic falling sheets thing, which totally blew my mind ) all I can think is that perhaps it's time to jump ship!

Gah! I'd love to start switching over right now, but I really can't until I've got this new terrain finished.
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Sage
Posts: 1,199
Joined: 2004.10
Post: #15
erwincoumans Wrote:Would someone like to help adding a OSX native GUI. Can someone recommend an easy to use OSX GUI app as starting point, that already has OpenGL support?

Personally I see no problem with using a non-native gui for an amazing tech demo. But, hey, since I've pretty much decided I need to move over to bullet, I think this would be a good way to get my feet wet.
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