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Bullet Physics Library 2.82 update #690

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rextimmy commented Jun 10, 2014

Updated bullet physics library to version 2.82

@rextimmy rextimmy changed the title from Bullet Physics Plugin 2.82 update to Bullet Physics Library 2.82 update Jun 10, 2014

@crabmusket crabmusket added this to the 3.7 milestone Jun 10, 2014

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crabmusket Jul 11, 2014

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Just a quick question - why does updating from 2.81 to 2.82 require adding 12,000 lines?

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crabmusket commented Jul 11, 2014

Just a quick question - why does updating from 2.81 to 2.82 require adding 12,000 lines?

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LuisAntonRebollo Jul 11, 2014

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All changes are from Bullet library source code.

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LuisAntonRebollo commented Jul 11, 2014

All changes are from Bullet library source code.

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crabmusket Jul 11, 2014

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They added 12,000 lines in a 0.01 version update? Sorry, I guess I could look this up. It's easier to ask someone who knows :P.

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crabmusket commented Jul 11, 2014

They added 12,000 lines in a 0.01 version update? Sorry, I guess I could look this up. It's easier to ask someone who knows :P.

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rextimmy Jul 11, 2014

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See here http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=9496 . Strange time to introduce new constraint solvers and other things. I guess i could go through and try and remove them as they are not used anyway. Just for completeness i just copied over the whole src directory.

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rextimmy commented Jul 11, 2014

See here http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=9496 . Strange time to introduce new constraint solvers and other things. I guess i could go through and try and remove them as they are not used anyway. Just for completeness i just copied over the whole src directory.

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crabmusket Jul 12, 2014

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Woow. Yeah completeness is good, as long as we're just pasting entire libraries wholesale into our source tree. For some things like googletest I've tried to include the minimum amount of files possible - though in that case, it was just the fused source files, so we do have the entire library, just not the redundant un-fused copies of all files.

If we're going to paste library sources directly into our tree, maybe it is a good idea to not try to include more than we actually use. Thoughts?

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crabmusket commented Jul 12, 2014

Woow. Yeah completeness is good, as long as we're just pasting entire libraries wholesale into our source tree. For some things like googletest I've tried to include the minimum amount of files possible - though in that case, it was just the fused source files, so we do have the entire library, just not the redundant un-fused copies of all files.

If we're going to paste library sources directly into our tree, maybe it is a good idea to not try to include more than we actually use. Thoughts?

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Yeah it's a hard one. I think it needs to be a case by case basis. Yeah in this case 12,000 new lines of code is pretty extreme lol, the bullet physics plugin won't use one line of it. Bullet has a very nice modular design so it's easy to remove stuff. I guess if anyone actually wants to test out the new stuff in 2.82 they can easily just add it back in themselves with a simple copy & paste??

I should get time tomorrow to go through it and remove some unnecessary code. I'll report back in here when it's done

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rextimmy commented Jul 12, 2014

Yeah it's a hard one. I think it needs to be a case by case basis. Yeah in this case 12,000 new lines of code is pretty extreme lol, the bullet physics plugin won't use one line of it. Bullet has a very nice modular design so it's easy to remove stuff. I guess if anyone actually wants to test out the new stuff in 2.82 they can easily just add it back in themselves with a simple copy & paste??

I should get time tomorrow to go through it and remove some unnecessary code. I'll report back in here when it's done

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Thanks Timmy, really appreciated. I would hesitate before adding this much unused code, though it's a tough issue. I think in the long run we'd like to move to a model where we don't include other libraries wholesale in our repo so it's a bit of a moot issue, but for now it'd be great if you could prune this down a bit :).

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crabmusket commented Jul 12, 2014

Thanks Timmy, really appreciated. I would hesitate before adding this much unused code, though it's a tough issue. I think in the long run we'd like to move to a model where we don't include other libraries wholesale in our repo so it's a bit of a moot issue, but for now it'd be great if you could prune this down a bit :).

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Ok i got this down to a little over 4k changes. There is still plenty left but they all fall within current directories, whereas the other 8k i removed are new directories that where not present in 2.81. I am not really that keen to dig into every single file and compare against it aginst the bullet physics plugin ;-) .

I don't want to remove features that people may use in their own projects. Leaving them as is causes no harm to T3D, but it will increase compile times if you use the bullet plugin. Haha i do admit i am slightly bias considering i make the physx3 plugin. I'll leave it up to the committee if they want this update.

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rextimmy commented Jul 12, 2014

Ok i got this down to a little over 4k changes. There is still plenty left but they all fall within current directories, whereas the other 8k i removed are new directories that where not present in 2.81. I am not really that keen to dig into every single file and compare against it aginst the bullet physics plugin ;-) .

I don't want to remove features that people may use in their own projects. Leaving them as is causes no harm to T3D, but it will increase compile times if you use the bullet plugin. Haha i do admit i am slightly bias considering i make the physx3 plugin. I'll leave it up to the committee if they want this update.

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crabmusket Oct 14, 2014

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Thanks @rextimmy, really appreciate the work on this! We'll get to evaluating it ASAP.

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crabmusket commented Oct 14, 2014

Thanks @rextimmy, really appreciate the work on this! We'll get to evaluating it ASAP.

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rextimmy Oct 14, 2014

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That's ok, happy to help T3D when i can. There is some interesting stuff going on here https://github.com/erwincoumans/bullet3 , maybe worth a look if someone is keen one day.

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rextimmy commented Oct 14, 2014

That's ok, happy to help T3D when i can. There is some interesting stuff going on here https://github.com/erwincoumans/bullet3 , maybe worth a look if someone is keen one day.

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crabmusket Oct 14, 2014

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We were talking about that in IRC the other day ;).

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crabmusket commented Oct 14, 2014

We were talking about that in IRC the other day ;).

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rextimmy Oct 14, 2014

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They have a long way to catch up to physx 3 in raw speed though. Interesting none the less ;-)

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rextimmy commented Oct 14, 2014

They have a long way to catch up to physx 3 in raw speed though. Interesting none the less ;-)

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crabmusket Oct 14, 2014

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Even accounting for GPU acceleration? Or are you talking about the CPU pipeline, which is probably more relevant?

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crabmusket commented Oct 14, 2014

Even accounting for GPU acceleration? Or are you talking about the CPU pipeline, which is probably more relevant?

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rextimmy Oct 14, 2014

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Yeah CPU pipeline.

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rextimmy commented Oct 14, 2014

Yeah CPU pipeline.

crabmusket added a commit that referenced this pull request Nov 1, 2014

Merge pull request #690 from rextimmy/bullet_282
Bullet Physics Library 2.82 update

@crabmusket crabmusket merged commit 378a933 into GarageGames:development Nov 1, 2014

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@rextimmy rextimmy deleted the rextimmy:bullet_282 branch Feb 22, 2015

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