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README.md

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![Multi-robot](https://user-images.githubusercontent.com/21001946/82773215-75572480-9e7c-11ea-85a2-a3838fa1e190.png)
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Happy to announce CLOiSim. It is a new multi-robot simulator that uses an SDF(www.sdformat.org) file containing 3d world environemnts and robot descriptions.
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Happy to announce CLOiSim. It is a new multi-robot simulator that uses an [SDF](www.sdformat.org) file containing 3d world environemnts and robot descriptions.
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The simulator is based on Unity 3D. It may look similar to Gazebo, where, unfortunately, we encountered performance problems while loading multiple robots equipped with multiple sensors.
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Shaders are also used to get depth buffer information in a few sensor model.
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Default physics engine 'Nvidia PhysX' is used for physics. and retrieve physics parameters from `<ode>` in sdf.
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And 'SDFPlugins' help physics tricky handling for jointing `<link>` ojbects by `<joint>` element. Because there are quite big constraints in terms of 'mass' relationship between rigidbody in PhysX engine.
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Default physics engine 'Nvidia PhysX' is used for physics. And it retrieves some of physics parameters from `<ode>` in sdf.
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'SDFPlugins' help physics tricky handling for jointing `<link>` ojbects by `<joint>` element.
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- You could find details about these struggling issue with PhysX in unity forums. -> [this thread](https://forum.unity.com/threads/ape-deepmotion-avatar-physics-engine-for-robust-joints-and-powerful-motors.259889/)
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- Mass ratio between two joined rigid bodies is limited to less than 1:10 in order to maintain joint stability
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- Motors are soft and cannot deliver enough power to drive multi-level articulated robotics
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- Wheels wobble around their joint axis under heavy load
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- Simulation step size (time interval) has to be reduced to too small to provide the needed accuracy which kills the performance
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We've deceided to change a solver type of physics engine since new solver "TGS(Temporal Gauss Seidel)" is intorduced recently(PhysX 4.1).
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Inertia factors which retrieved from SDF are NOT USED for rigidbody in Unity. Because it cause unexpected behavior with physX engine.
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So from latest version([CLOiSim-1.11.0](https://github.com/lge-ros2/cloisim/releases/tag/1.11.0)), there is NO more constaints for rigidbodies by PGS(Projected Gauss Seidel) solver type.
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In previous with PGS solver has big constraints in terms of 'mass' relationship between rigidbodies.
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- ~~You could find details about these struggling issue with PhysX in unity forums. -> [this thread](https://forum.unity.com/threads/ape-deepmotion-avatar-physics-engine-for-robust-joints-and-powerful-motors.259889/)~~
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- ~~Mass ratio between two joined rigid bodies is limited to less than 1:10 in order to maintain joint stability~~
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- ~~Motors are soft and cannot deliver enough power to drive multi-level articulated robotics~~
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- ~~Wheels wobble around their joint axis under heavy load~~
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- ~~Simulation step size (time interval) has to be reduced to too small to provide the needed accuracy which kills the performance~~
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But inertia factors which retrieved from SDF are still NOT USED for rigidbody in Unity. Because it could cause unexpected behavior with physX engine.
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## Getting Started
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- Change physics engine (havok or something else...) to find a stable one.
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- Change Unity Editor version to 2020.3 (LTS)
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- Change Unity Editor version to 2020.3 (LTS) to utilize 'articulation body'.
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- **If you have any troubles or issues, please don't hesitate to create a new issue on 'Issues'.**
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<https://github.com/lge-ros2/cloisim/issues>

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