I am a control engineer and most of the time I work with simulations. In this case I show plots with line and almost of the time, the customer does not understand what that plot is showing.
My work is to simulate mechanical arms such as robotic arms, springs, inertia, gears etc. So one day I found jMoney and I have some knowledge about Java. So I tried jMoney and it was quite simple to display rotating 3D objects.
Now I asking you. Is jMoney the right model for me to simulate basic 3D approximation of robots with jMonkey? I think I will use Blender to build up the scene like a sloping wall and then a simple 3D motor cycle is driving on that wall.
I’m going to combine jMoney with Apache Common’s math library. Should I stop now, or is jMonkey + Blender the right tools for me to simulate and control physical and mechanical systems?
My goal is to create a scene and dynamic model in blender, combine them inside jMonkey and do the simulation. The dynamic model can be a car with servo controlled shocks or a self driving car.
Do make the dynamic model works, they need a controller. I not focusing to make games, only simulate mechanical “things”.
As I have planned. First I need to create a scene in Blender. Then I also need to create a model in Blender like a arm with joints. Then combine them into jMonkey and make sure that the camera can filming on the model.
Well you can definitely do all of those words. I have toyed with cars. The principal components exist. You must abstract them yourself to define a finer detail. E.g. inertia Vs defining an engine and gears. Horsepower, weight, etc. Suspension, tyre slip and friction etc to define tyres.
I’ve been using bullet heavily on my project, it’s a game, not a simulation though. I’ve been fixing all the bugs i’ve found, but expect to find others and to have to fix the jni bindings. I would rate the current implementation as a beta-ish.
Also consider that bullet is not running fully asynchronous (as it could be) in jme, this might or might not be an issue, probably not.
And I define that inside Blender or jMonkey?
JME, unless you use xbuf exporter that allows to export physics settings from blender.
So Blender is only for 3D design and creating limits so the model don’t fall through the floor. Does I not need to specify connections to in joints?
I’ve just noticed that you are new, when i talk about xbuf, im talking about an unofficial model format for jme, that can export rigidbodies ( i think they are what you refer to as limits) and joints of type Generic, that can make things a bit quicker, you can search the forum for more infos.
Said that, xbuf is not a requirement to use bullet in jme, you can build rigidbodies and joints in the code, and that’s what you normally do, read the tutorial, i think it’s called Hello Physics. You would then use blender only to design the scene graphically and move the objects to the right initial position.
Have you fixed them in a private fork or on the repository? I use the native Bullet Physics library and so it would be nice to know those bugs (:
If you use the master, you should have everything, except pr #868 that has not been merged yet, but you would encounter that only if you enqueue tasks to bullet.