Search found 11 matches
- Thu Jan 18, 2007 10:16 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Using double and small objects
- Replies: 0
- Views: 4257
Using double and small objects
Now that Bullet supports double precision, I'm wondering if that would help with using small objects? Some objects are quite small (a few centimeters with units in meters) and they tend to fall through the geometry sometimes. Will using double precision help me here? What should I change? Thanks, KenD
- Wed Oct 04, 2006 11:01 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: 2.11 bug
- Replies: 1
- Views: 6329
2.11 bug
After all the big changes to Bullet lately I thought it was about time I update to the latest version before I get too far behind. I came across a small bug though. In btOptimizedBvh::~btOptimizedBvh() the delete should be an array delete. delete[] m_contiguousNodes; Also, can we get a getW() method...
- Fri Jun 09, 2006 8:35 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Units and size?
- Replies: 6
- Views: 19050
Re: Units and size?
What gravity value do you use? Do you have some mapping from units to meters? If you choose 9.8 for gravity, you can consider 1 unit = 1 meter, if you use real time steps. So the minimum 'recommended' size would translate to about 20 centimer, for a margin of 0.04. If you look at most games, you wi...
- Fri Jun 09, 2006 12:05 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Units and size?
- Replies: 6
- Views: 19050
Re: Units and size?
A long thin box below the collision margins is not well supported, so best avoided if possible: having any side of smaller then say 0.20 units is highly unrecommended. Ignoring that will result in jitter and failing simulation, unfortunately. The 'floating' is likely because the trianglemesh has a ...
- Thu Jun 08, 2006 11:25 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Units and size?
- Replies: 6
- Views: 19050
Re: Units and size?
The minimum objectsize is mostly for dynamic objects, so I wouldn't worry about static triangle meshes. It's more about dynamic convex hull/box/sphere/cylinder/cone. This 'minimum size requirement' is due to the collision margin and contact point reduction. Those (independent) values are currently ...
- Thu Jun 08, 2006 11:01 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Terrain mesh and collision
- Replies: 9
- Views: 23546
I suppose you mean collision time spend in the broadphase? There is no static trimesh versus static trimesh narrowphase. Do you use 3d axis sweep and prune (AxisSweep3) ? I'll check what we can do about this extra overhead indeed. Thanks, Erwin Yes, broadphase and I use AxisSweep3. If you can find ...
- Thu Jun 08, 2006 9:24 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Units and size?
- Replies: 6
- Views: 19050
Units and size?
I have read the posts about size restrictions on objects etc. In my game the bounding box size of some objects can go down to 0.02 or so in one axis. My understanding is that this is too small to be reliable. So I was thinking that I could scale up everything for bullet by 10 (as an example). Is my ...
- Thu Jun 08, 2006 9:10 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Terrain mesh and collision
- Replies: 9
- Views: 23546
The static terrain meshes are all loaded and available when bullet is initialized. The problem is that when each mesh is in its own TriangleIndexVertexArray there are a lot of collisions between these static meshes and this slows it down. Basically what I'd like to see is a way to avoid processing t...
- Tue May 09, 2006 9:19 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Terrain mesh and collision
- Replies: 9
- Views: 23546
- Fri May 05, 2006 7:34 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Terrain mesh and collision
- Replies: 9
- Views: 23546
Erwin, can you explain how to add more meshes to a shape? If the vertices of the shapes were in one big array it could be done but they are of course separated into their own structures and objects. I can't see a way to add more triangle arrays after the BvhTriangleMeshShape object is created. I'm n...
- Thu May 04, 2006 9:00 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Terrain mesh and collision
- Replies: 9
- Views: 23546
Terrain mesh and collision
Hi, First let me say that I'm no physics expert, just normal game and college math. I've decided to use Bullet in my game engine and I have a terrain mesh that is split up in many parts. I have taken the base set up from the Concave demo since it also uses a "terrain" mesh. I have created ...