Building SPU Optimized Bullet SDK

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mojo
Posts: 5
Joined: Mon Feb 18, 2008 12:23 pm

Building SPU Optimized Bullet SDK

Post by mojo »

hello again,

i have problem with compilation of the demo in directory
.../bullet-2.66/Demos/CcdPhysicsDemo/ibmsdk
for playstation3 using cell sdk. my host is fedora7/x86.

the main problem is that i don't know where to get GL and GLUT libraries.
i downloaded PS3_PSGL-src_170_004.zip from ps3dev.net but these
contain only 64bit versions, while all the bullet thingies are compiled
with -m32 option. this makes the two incompatible and i wonder how
to get it working.

perhaps by building the whole thing 64bit by tweaking makefiles?

thanks for your attention,
Mojmir
Joczhen
Posts: 17
Joined: Thu Dec 20, 2007 3:17 pm

Re: Building SPU Optimized Bullet SDK

Post by Joczhen »

I think I remember this error. I think I was using Fedora 8 and the problem was that

libXm.so.3

was missing.

I solved this problem by doing the following steps:

Get the missing libXm.so.3 from the latest openmotif RPM from Fedora 4,5 or 6 which is openmotif-2.2.3-10.FC4.1.i386.rpm. (fc5 or 6)
Extract libXm.so.3.0.2 (libXm.so.3 is a symbolic link) with the Gnome Archive Manager (or other) to directory /usr/lib.
Create the symbolic link: ln -s /usr/lib/libXm.so.3.0.2 /usr/lib/libXm.so.3

I'm not sure if you have the same problem.
I don't have access to the PS3 devnet resources. Therefore I think that I can't help you with that.

Please post here if you have a different problem. I'll try to help you then :-)
mojo
Posts: 5
Joined: Mon Feb 18, 2008 12:23 pm

Re: Building SPU Optimized Bullet SDK

Post by mojo »

hello,

the problem is that i am in fact cross-compiling on x86 for cell.
this is fine as far as i have all the necessary libraries. OpenGL/glut (needed
for demos) is not this case since the mixing the two (bullet&cell-sdk with ps3sdk)
is pain in the you-know-what:
1. bullet physics compiles itself primarily as 32bit, but the opengl libraries are
64bit only.
2. even there is a trace of support to compile bullet in 64bit mode, it
requires some tweaking of the building process, but in the end when linking the
bullet and opengl together, linker issued thousands of lines with relocation errors.
3. i've tried to build it with ps3sdk, but it fails definitely on libspe2 (seems like
ibm-specific thingy).

ough. what now... i've commented out every reference to opengl/glut and tried
to link it together (btw, there is another bug in bullet-2.66/src/BulletCollision/ibmsdk/Makefile,
btConvexPlaneCollisionAlgorithm.o is missing on OBJS. btw: is there another way to
submit simple patches than this forum?), and there is another minor bug
in CcdPhysicsDemo.cpp at line 385: m_threadSupportCollision --to--> threadSupportCollision

i wonder how did you manage to run it :)
now i'll play with it for a while and see if it's working or not.

thanks for your attention,
mojmir
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Erwin Coumans
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Posts: 4221
Joined: Sun Jun 26, 2005 6:43 pm
Location: California, USA
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Re: Building SPU Optimized Bullet SDK

Post by Erwin Coumans »

ps3sdk
Are you licensed PlayStation 3 developer? In that case, please contact us at DevNet (https://ps3.scedev.net) and ask for SPU optimized Bullet.
is there another way to submit simple patches than this forum?),
You can use http://code.google.com/p/bullet/issues/list ,but please keep all discussion in this forum, and not in that tracker.

We will address the building of IBM Cell SDK version, after the Game Developer Conference finishes.
Thanks for the feedback!
Erwin
mojo
Posts: 5
Joined: Mon Feb 18, 2008 12:23 pm

Re: Building SPU Optimized Bullet SDK

Post by mojo »

Are you licensed PlayStation 3 developer? In that case, please contact us at DevNet (https://ps3.scedev.net) and ask for SPU optimized Bullet.
hehe, yes i am, but the section https://ps3.scedev.net/projects/spubullet/ is more like a wasteland of emptiness. are you sure it's there? do i miss some permissions?
We will address the building of IBM Cell SDK version, after the Game Developer Conference finishes.
of course

mojmir
mojo
Posts: 5
Joined: Mon Feb 18, 2008 12:23 pm

Re: Building SPU Optimized Bullet SDK

Post by mojo »

for information to other users:
yes, you do have to have special permissions in order to access spu optimized bullet on ps3 dev net.
this way, everything's smooth as baby's bottom ;)

m.
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