Search found 29 matches
- 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...
- 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 :'(
I used the VHACD algorithm and a compound collision shape.Regarding the convex decomposition, does anyone have an approach / demo that would help me getting started?
http://kmamou.blogspot.com/2014/11/v-ha ... -here.html
Here are my results.
https://www.youtube.com/watch?v=iDQCtVCvzWs
- 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.
- 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?
- 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
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
- 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...
- 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...
- Thu Feb 18, 2016 2:30 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Various collision problems
- Replies: 3
- Views: 6219
Re: Various collision problems
My first question is are you using any scaling?
http://www.bulletphysics.org/mediawiki- ... _The_World
http://www.bulletphysics.org/mediawiki- ... _The_World
- 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...
- 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
https://www.thegamecreators.com/product/app-game-kit
This video shows a character controller and ragdoll.
https://www.youtube.com/watch?v=y1B6OzYVJGo
- 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.
- 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 ...
- Sun Jan 25, 2015 8:08 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Scientific and Technical Academy Award for Bullet Physics!
- Replies: 8
- Views: 11537
Re: Scientific and Technical Academy Award for Bullet Physic
Congratulations
- 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...
- 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...