Search found 18 matches
- Tue Nov 12, 2013 4:08 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Java port of Bullet
- Replies: 125
- Views: 1200660
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.
- 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: 11874
Re: Building the library with/for MinGW64 using msys
Take out the "extras" from the cmake settings file
- Fri May 31, 2013 5:12 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Elastic Slippery 0vals
- Replies: 7
- Views: 13257
Re: Elastic Slippery 0vals
You may also try making both bodies dynamic and see how well they interact.
- Fri May 31, 2013 5:02 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Elastic Slippery 0vals
- Replies: 7
- Views: 13257
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...
- 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: 6359
Re: Build VS2012 64 bits Windows 7 using CMAKE
Try building the library without the demos, etc.
- Fri May 31, 2013 4:02 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Java port of Bullet
- Replies: 125
- Views: 1200660
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 So apart from the sequential impulse solve in JBullet being out of date is also doesn't implement the BoxBoxAlgorithm, whi...
- Fri May 31, 2013 2:21 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Elastic Slippery 0vals
- Replies: 7
- Views: 13257
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....
- Fri May 31, 2013 1:17 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btBvhTriangleMeshShape strange bug
- Replies: 2
- Views: 5772
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...
- Fri May 31, 2013 1:08 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Elastic Slippery 0vals
- Replies: 7
- Views: 13257
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.
- 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: 11874
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...
- Thu May 30, 2013 1:22 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Java port of Bullet
- Replies: 125
- Views: 1200660
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.
- Thu May 23, 2013 8:02 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Java port of Bullet
- Replies: 125
- Views: 1200660
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.
- Thu May 23, 2013 1:46 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: DemoApplication camera control
- Replies: 2
- Views: 4344
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.
- Thu May 23, 2013 1:45 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Rendering Collision Shapes
- Replies: 2
- Views: 6362
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...
- Thu May 23, 2013 12:12 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Java port of Bullet
- Replies: 125
- Views: 1200660
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.