I wouldn’t say that. There are still incompatibilities between Minie and jme3-bullet:
(1) Minie doesn’t support any Android or ARM platforms.
(2) Minie’s character control has a different name.
(3) Minie lacks KinematicRagdollControl.
(4) There are other incompatibilities in seldom-used areas (such as PhysicsSpace.addAll() and debug visualization) where I believe jme3-bullet was poorly designed.
I regard jme3-bullet and jme3-jbullet as legacy code. People shouldn’t use them without a good reason. But then, I’m a guy who still uses Java 1.8 and Windows 7, so who am I to judge?
By the way, do you have any suggestions on how to accelerate adoption of Minie?
It would be a great idea to write a blog entry about it - which would be picked up b google and therefore any physics + jmonkeyengine search would yield the blog page. It would also be included in the front-page since it will be the latest blog entry.
Wrote a post in the style of a press release and committed it to the repo, but I don’t see it yet, even after pressing Ctrl-F5. How often is the website updated?
nice, this is first post there (except Jayfella one).
I thought there will be more posts, but if there is problem people write it, then i think @jayfella should put something automatic there too, like Monthly topics or something.
Minie issue 3: crash at the peak of a character’s jump (with debug libraries)
a NullPointerException in the DacWizard application
compound shapes read from J3O assets always get the default margin
meshes returned by DebugShapeFactory.getDebugMesh() have incorrect bounds
Multibodies are a feature of Bullet that isn’t accessible via jme3-bullet. A multibody represents a hierarchy of rigid colliders connected by joints, similar to a DynamicAnimControl. For an example of their use, see TestMultibody.java. Hoping that multibodies might provide more efficient simulation of ragdolls, I added support to Minie, but as of this release, the feature is EXPERIMENTAL.
Linux-on-ARM support was also planned for this release. However, there were a couple hitches:
The native assemble-and-test process relied on a Linux-on-ARM environment at Travis-CI.com that stopped working (for me) sometime around 18 February.
JMonkeyEngine issue 1286, which is fixed in JMonkeyEngine’s master branch but not yet in any release
You have added many new joint types/etc/fixed a lot issues and soon i will upgade and rebuild character again, so i got a questions:
idea: make character receive point physics force when hit, not breaking played 3.3 animation.
(character get shot in some part, and it have some recoil in this place while 3.3 animation is still playing (blending))
for example when someone get shoot in shoulder, he have visual effect of it.(torso go back and rotate)
for a leg same, but i also planned for a moment make ragdoll.
how solve idea:
when character shoot in for example left shoulder, create physics based pose(calculated in 1 frame)(idk if do via IK or just ragdoll based) and blend it with current 3.3 animation (so blend would give effect like character took physics force into left shoulder).
how solve idea 2:
just make partial ragdoll of bones near hitplace for 1 second, then blend again to animation. (and just switch DAC between kinematic/ragdoll for a moment)
Could you please suggest me best solution you would see here? Maybe there is some simple solution i dont know about, so i would prefer know it before start doing it.
when i will success with doing what i plan, will show video result later.
also i wrote PM to you, but i removed it, so dont even look.
I had one issue before. Seems like Minie for 3.3 package require(in deps) JME-core beta1, is this possible make one that require 3.3 (no subversion) ? so i could use alpha5?
it was crazy for me, because im my deps i use alpha5, so when added Minie for 3.3, it changed jme-core package to beta1 for me.(Shape keys issue => will be fixed in beta2 and dont exist in alpha5)
@sgold I just want to say that your work on Minie is very impressive. Thank you for all the hard work you put into this. I am very excited for the multibody collisions.
There’s already a blending mechanism in the BoneLink class. In order to apply an impulse to the shoulder, you’d first set the link to ragdoll mode for one or more physics ticks. Afterward, you’d blend back to kinematic mode (animated) over a short interval.