Search found 17 matches
- Fri Sep 02, 2011 8:51 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision detection for small high speed objects
- Replies: 3
- Views: 7032
Re: Collision detection for small high speed objects
hey I'm making a space game too (rts) :) But one thing with ODE that I noticed is that if you scale a collision object it's a huge performance hit. like at least half the speed or so. It might be the same with bullet too. I fixed it in that project by scaling my model and then creating the collision...
- Fri Aug 12, 2011 4:23 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: States
- Replies: 1
- Views: 3305
Re: States
you just have to make the object active to make it come back to life. Best to set it so it doesn't go inactive in the first place though.
Glad to see someone else using ogre and btogre
Glad to see someone else using ogre and btogre
- Thu Aug 11, 2011 10:50 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btCudaBroadphase
- Replies: 1
- Views: 3456
Re: btCudaBroadphase
Bullet use openCL for GPU acceration. Try out those demos and see if it speeds things up for you.
- Thu Aug 11, 2011 10:41 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Trying to build libraries, link error?
- Replies: 1
- Views: 4275
Re: Trying to build libraries, link error?
most likely you just have the libraries out of order.
link collision first, dynamics second.
link collision first, dynamics second.
- Sat Aug 06, 2011 2:48 am
- Forum: General Bullet Physics Support and Feedback
- Topic: [solved] Long delay before simulation starts
- Replies: 7
- Views: 7464
Re: Long delay before simulation starts
so putting a negative time step causes the simulation to pause for that duration, interesting... that might actually be useful...
- Fri Aug 05, 2011 7:10 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [solved] Long delay before simulation starts
- Replies: 7
- Views: 7464
Re: Long delay before simulation starts
do you have any source code you could provide?
I don't anything like that for basic objects.
I don't anything like that for basic objects.
- Thu Aug 04, 2011 7:10 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Simple raycast tutorial
- Replies: 12
- Views: 31196
Re: Simple raycast tutorial
With bullet the demos are the best documentation there is unfortunately... But there is a raycast demo so I would take a look at that one.
- Thu Aug 04, 2011 7:03 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [solved] Long delay before simulation starts
- Replies: 7
- Views: 7464
Re: Long delay before simulation starts
Have you tried setting each object to active? they could just be turning themselves off if they are touching something.
also, gimpact objects may cause strange things like this too.
also, gimpact objects may cause strange things like this too.
- Mon Aug 01, 2011 7:15 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: about bullet!!!
- Replies: 3
- Views: 22332
Re: about bullet!!!
try playing with the source code for the demos, it has by far been the most help for me.
- Thu Jul 28, 2011 5:01 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Object stuck in the floor.
- Replies: 21
- Views: 34291
Re: Object stuck in the floor.
Yes you will likely lose your information on the block with the fracture method. and yeah the capsule method will likely sink and rise with each block you pass. There isn't a physics engine that I know of that will provide a smooth transition from one block to another simply because of the way physi...
- Thu Jul 28, 2011 2:16 am
- Forum: General Bullet Physics Support and Feedback
- Topic: a better fracture demo for download...
- Replies: 0
- Views: 2905
a better fracture demo for download...
Here is a better fracture demo, it shows off more of what it can do and what needs work yet. (hint: shoot the corners...)
Despite the issues I'm still considering implementing it into my game as is. Because it's pretty fun to play with, it just needs some fixes.
oops, posted in wrong forum...
Despite the issues I'm still considering implementing it into my game as is. Because it's pretty fun to play with, it just needs some fixes.
oops, posted in wrong forum...
- Wed Jul 27, 2011 5:16 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Looking for a solver that acts like bending metal?
- Replies: 4
- Views: 6233
Re: Looking for a solver that acts like bending metal?
ah ok, thanks!
- Wed Jul 27, 2011 4:01 am
- Forum: General Bullet Physics Support and Feedback
- Topic: 6Dof constraints rubber-band all over the place
- Replies: 13
- Views: 27402
Re: 6Dof constraints rubber-band all over the place
the ragdoll demo uses cones, but it also uses only 1kg for each limb, try adjusting your weights, bullet seems to be a bit sensitive to differing weights.
- Wed Jul 27, 2011 3:22 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Color coding for debug drawing?
- Replies: 4
- Views: 6790
Re: Color coding for debug drawing?
Yes, because you see, in Bullet, source code documents you! lol
- Wed Jul 27, 2011 3:18 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Looking for a solver that acts like bending metal?
- Replies: 4
- Views: 6233
Re: Looking for a solver that acts like bending metal?
Yes I saw that but in your source code version nothing actually deforms... So did you add something to bullet to do that or am I missing something?