Search found 29 matches

by StabInTheDark
Mon Sep 10, 2018 6:10 pm
Forum: General Bullet Physics Support and Feedback
Topic: Convert mesh into dynamics data
Replies: 2
Views: 4645

Re: Convert mesh into dynamics data

The way I did ragdoll was to rig the mesh with a skeleton as you do for animation. Your mesh vertices will be assigned to the skeleton so all you have to do is position and rotate the bones with the data from the bullet collision shapes. Create a capsule collision shape for you major bones and posit...
by StabInTheDark
Sat Jul 21, 2018 3:23 pm
Forum: General Bullet Physics Support and Feedback
Topic: How to detect collisions between concave meshes with GImpact?
Replies: 4
Views: 6266

Re: How to detect collisions between concave meshes with GImpact? Help :'(

Regarding the convex decomposition, does anyone have an approach / demo that would help me getting started?
I used the VHACD algorithm and a compound collision shape.

http://kmamou.blogspot.com/2014/11/v-ha ... -here.html

Here are my results.

https://www.youtube.com/watch?v=iDQCtVCvzWs
by StabInTheDark
Sun Feb 25, 2018 7:01 pm
Forum: General Bullet Physics Support and Feedback
Topic: Back to the future hoverboard
Replies: 4
Views: 6249

Re: Back to the future hoverboard

Just use the raycast vehicle controller with out the wheels.
by StabInTheDark
Mon Jan 29, 2018 1:36 am
Forum: General Bullet Physics Support and Feedback
Topic: CPU multithreading is working!
Replies: 145
Views: 1281562

Re: CPU multithreading is working!

Where is the correct link to this multithreaded code?
by StabInTheDark
Mon Jan 09, 2017 2:52 am
Forum: General Bullet Physics Support and Feedback
Topic: Improving collision detection/response for rag dolls
Replies: 6
Views: 10509

Re: Improving collision detection/response for rag dolls

First make sure your physics world is scaled correctly.
Objects below a certain size will easily fall thru.
You need to implement constant collision detection.

I had no problems after I used these solutions.

https://www.youtube.com/watch?v=y1B6OzYVJGo
by StabInTheDark
Sat Oct 01, 2016 6:30 pm
Forum: General Bullet Physics Support and Feedback
Topic: [SOLVED] ApplyForce reference frame
Replies: 2
Views: 5350

Re: ApplyForce reference frame

You can convert a local force vector to a world vector and then pass it to applyForce(const btVector3& force, const btVector3& rel_pos). This is how I do it. btMatrix3x3 bodyRotMat = body->getWorldTransform().getBasis(); btVector3 worldOffsetCOM = bodyRotMat * localOffSetCom; if ( local ){ b...
by StabInTheDark
Sun Mar 13, 2016 8:13 pm
Forum: Career Opportunities
Topic: Available for Freelance to Implement Bullet in your Project.
Replies: 0
Views: 34369

Available for Freelance to Implement Bullet in your Project.

I am available to implement Bullet physics in your game engine. I have recently implemented Bullet physics in 3 projects. The most recent was implementing Bullet in a cross platform programming language called App Game Kit which uses OpenGL. Previously I implemented Bullet in the Dark Basic Professi...
by StabInTheDark
Fri Feb 12, 2016 3:01 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Cross Platform Programming Language Now Has Bullet Physics
Replies: 0
Views: 31969

Cross Platform Programming Language Now Has Bullet Physics

App Game Kit is an easy, instant game development engine, ideal for Beginners, Hobbyists & Indie developers. Now anyone can easily and quickly code and build apps for multiple platforms using AppGameKit's BASIC scripting system. With just a few commands you can have demos/games up and running on...
by StabInTheDark
Thu Jan 14, 2016 10:59 am
Forum: Applications, Games, Demos or Movies using Bullet
Topic: App Game Kit 2 Now Has Bullet Physics
Replies: 0
Views: 30643

App Game Kit 2 Now Has Bullet Physics

App Game Kit v2 now has Bullet Physics built in.

https://www.thegamecreators.com/product/app-game-kit

This video shows a character controller and ragdoll.

https://www.youtube.com/watch?v=y1B6OzYVJGo
by StabInTheDark
Thu Jan 07, 2016 9:29 pm
Forum: General Bullet Physics Support and Feedback
Topic: Getting world coordinates of vertices of a convex hull body
Replies: 3
Views: 6117

Re: Getting world coordinates of vertices of a convex hull b

Take a look at the GL_ShapeDrawer class it has everything you need.
by StabInTheDark
Mon Feb 09, 2015 3:35 am
Forum: General Bullet Physics Support and Feedback
Topic: rayCast precision on large shapes
Replies: 3
Views: 6583

Re: rayCast precision on large shapes

You need to build the Bullet Libraries for double precision. I am using them with double precision and it solves a lot of problems. Just make sure you use btScalar, it is defined as a double when using double precision. Bullet works best when you keep within Bullet's scale. I scale down my input to ...
by StabInTheDark
Tue Nov 04, 2014 1:23 am
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Data driven character simulation
Replies: 5
Views: 18062

Re: Data driven character simulation

Thanks for your quick reply, I got the demo running once I added the NULL_CONSTRAINT_TYPE. I also forgot to mention: I hacked the Demo code to render the MultiSphereShape differently -- to render a line of spheres whenever the shape only had two spheres. I used the MultiSphere shape for everything s...
by StabInTheDark
Mon Nov 03, 2014 12:39 am
Forum: General Bullet Physics Support and Feedback
Topic: Bouncy physics / Objects passing through world
Replies: 3
Views: 6637

Re: Bouncy physics / Objects passing through world

You need to build Bullet for double precision. You will also need to scale to keep within Bullet scale. http://www.bulletphysics.org/mediawiki-1.5.8/index.php?title=Scaling_The_World Also too prevent tunneling http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Anti_tunneling_by_Motion_Clamping I...