Search found 18 matches

by laadams85
Tue Nov 12, 2013 4:08 pm
Forum: General Bullet Physics Support and Feedback
Topic: Java port of Bullet
Replies: 122
Views: 175816

Re: Java port of Bullet

I finally got my issues resolved. A lot of the problems were in the fact that jbullet currently doesn't have the BoxBox algorithm implemented. With a proper algorithm in place there are no problems with bouncy contact.
by laadams85
Sat Jun 01, 2013 2:21 am
Forum: General Bullet Physics Support and Feedback
Topic: Building the library with/for MinGW64 using msys
Replies: 6
Views: 5899

Re: Building the library with/for MinGW64 using msys

Take out the "extras" from the cmake settings file
by laadams85
Fri May 31, 2013 5:12 pm
Forum: General Bullet Physics Support and Feedback
Topic: Elastic Slippery 0vals
Replies: 7
Views: 5446

Re: Elastic Slippery 0vals

You may also try making both bodies dynamic and see how well they interact.
by laadams85
Fri May 31, 2013 5:02 pm
Forum: General Bullet Physics Support and Feedback
Topic: Elastic Slippery 0vals
Replies: 7
Views: 5446

Re: Elastic Slippery 0vals

It looks like you are trying to get some kind of cohesion? What you can try to do is use a restitution of 0 and ensure that the kinetic energy stays constant. I think this would get you were you are trying to go. Try the simulation with a restitution of 0. If the velocity vectors look correct, but h...
by laadams85
Fri May 31, 2013 4:07 pm
Forum: General Bullet Physics Support and Feedback
Topic: Build VS2012 64 bits Windows 7 using CMAKE
Replies: 2
Views: 2675

Re: Build VS2012 64 bits Windows 7 using CMAKE

Try building the library without the demos, etc.
by laadams85
Fri May 31, 2013 4:02 pm
Forum: General Bullet Physics Support and Feedback
Topic: Java port of Bullet
Replies: 122
Views: 175816

Re: Java port of Bullet

If I use a ConvexHullShape instead of a box, I get similar results from the original bullet_physics library. I get a little bit of bounce and the box starts moving to the right. So apart from the sequential impulse solve in JBullet being out of date is also doesn't implement the BoxBoxAlgorithm, whi...
by laadams85
Fri May 31, 2013 2:21 pm
Forum: General Bullet Physics Support and Feedback
Topic: Elastic Slippery 0vals
Replies: 7
Views: 5446

Re: Elastic Slippery 0vals

Well you can start with just making a 3D mesh of your oblate spheroid and playing around with that inside bullet. Then you have to make a list of the other features you are trying to implement. Will you be following the rules of the boid simulator you posted? - Cohesion. Try to approach other boids....
by laadams85
Fri May 31, 2013 1:17 pm
Forum: General Bullet Physics Support and Feedback
Topic: btBvhTriangleMeshShape strange bug
Replies: 2
Views: 2826

Re: btBvhTriangleMeshShape strange bug

I'm just gonna take a guess at this, but I would imagine that for a TriangleMeshShape you need to have an enclosed volume. Chances are the collision detection is only checking against the outward normal as opposed to the inward normal. Try adding a second triangle to your mesh with the exact same po...
by laadams85
Fri May 31, 2013 1:08 pm
Forum: General Bullet Physics Support and Feedback
Topic: Elastic Slippery 0vals
Replies: 7
Views: 5446

Re: Elastic Slippery 0vals

What exactly is the question, what do you need help with? Have you tried to implement your idea at all, i.e, you have created the mesh and used it in bullet but haven't gotten satisfactory results, or are you at square one.
by laadams85
Fri May 31, 2013 12:40 pm
Forum: General Bullet Physics Support and Feedback
Topic: Building the library with/for MinGW64 using msys
Replies: 6
Views: 5899

Re: Building the library with/for MinGW64 using msys

You can either use the gui to change the output to mingw or change the -g option on the command line. Here is a good start on using cmake for MinGW64. http://stellarium.org/wiki/index.php/CompileWithMinGW-w64 . I had issues getting glut to work as well, you may take a look at the GLUT_INCLUDE_DIR:PA...
by laadams85
Thu May 30, 2013 1:22 pm
Forum: General Bullet Physics Support and Feedback
Topic: Java port of Bullet
Replies: 122
Views: 175816

Re: Java port of Bullet

I was able to get much better results by porting over the latest bullet version of the sequential impulse solver. I still get some bounce but no more fictitious torques. I'll continue to work on eliminating the extra bounce.
by laadams85
Thu May 23, 2013 8:02 pm
Forum: General Bullet Physics Support and Feedback
Topic: Java port of Bullet
Replies: 122
Views: 175816

Re: Java port of Bullet

I'm getting a slightly better result by creating a more full manifold, but the small box is still jumpy. My guess is that the over penetration is too large and is creating a large impulse.
by laadams85
Thu May 23, 2013 1:46 pm
Forum: General Bullet Physics Support and Feedback
Topic: DemoApplication camera control
Replies: 2
Views: 1831

Re: DemoApplication camera control

It would help if you describe the behavior that you would like to get, and the actual behavior you are getting.
by laadams85
Thu May 23, 2013 1:45 pm
Forum: General Bullet Physics Support and Feedback
Topic: Rendering Collision Shapes
Replies: 2
Views: 2604

Re: Rendering Collision Shapes

It is best to use Motion States for rendering, but if you just want to know the location and orientation of the collision shape you can us the getWorldTransform() method from the collisionObject. This gives you the basis (rotation matrix), and the origin. Then the actual size of the shape is depende...
by laadams85
Thu May 23, 2013 12:12 pm
Forum: General Bullet Physics Support and Feedback
Topic: Java port of Bullet
Replies: 122
Views: 175816

Re: Java port of Bullet

That's next on my things to do, I have to get a compiler first. I anybody else could test it, it's a pretty simple test just 2 boxes, that'd be great.