Search found 149 matches

by c6burns
Mon Feb 02, 2015 9:25 am
Forum: General Bullet Physics Support and Feedback
Topic: How to hide terrain debug draw ?
Replies: 2
Views: 1632

Re: How to hide terrain debug draw ?

set collision flag btCollisionObject::CF_DISABLE_VISUALIZE_OBJECT
by c6burns
Mon Feb 02, 2015 7:09 am
Forum: General Bullet Physics Support and Feedback
Topic: Odd behavior for dynamic objects - sliding ignoring friction
Replies: 3
Views: 2507

Re: Odd behavior for dynamic objects - sliding ignoring fric

ahanganu wrote:Controls are forcing various velocity values on frame
So you mean, you are calling setLinearVelocity on a dynamic rigid body instead of applyCentralForce / applyCentralImpulse?
by c6burns
Thu Jan 08, 2015 6:26 pm
Forum: General Bullet Physics Support and Feedback
Topic: Strange issue which looks like tunnelling
Replies: 11
Views: 3331

Re: Strange issue which looks like tunnelling

Wil McV wrote:
c6burns wrote:I don't know what code path you've actually changed, but NEON isn't implemented for android. Only for apple.
I'm not using Android devices, i'm using Apple devices.
Hooray?
by c6burns
Thu Jan 08, 2015 6:20 pm
Forum: General Bullet Physics Support and Feedback
Topic: btDiscreteDynamicsWorld 16 aligned
Replies: 3
Views: 1931

Re: btDiscreteDynamicsWorld 16 aligned

You are probably doing something wrong with pointers / references / double free. Debug your code very closely, this is not a bullet related issue it's a memory management related one. The debugger is your friend. Google for examples on how this happens.
by c6burns
Thu Jan 08, 2015 3:42 am
Forum: General Bullet Physics Support and Feedback
Topic: btDiscreteDynamicsWorld 16 aligned
Replies: 3
Views: 1931

Re: btDiscreteDynamicsWorld 16 aligned

If you don't ensure 16 byte alignment ... it is possible that Bad Things(tm) could happen when instructions expecting 16 byte alignment operate on the data. (SSE instruction operating on misaligned data) Either allocate on the stack, or you can use the macros in bullet for this: ATTRIBUTE_ALIGNED16(...
by c6burns
Mon Jan 05, 2015 6:14 pm
Forum: General Bullet Physics Support and Feedback
Topic: Basic 3D Mesh Collision question
Replies: 4
Views: 1857

Re: Basic 3D Mesh Collision question

From btBvhTriangleMeshShape.h: ///The btBvhTriangleMeshShape is a static-triangle mesh shape, it can only be used for fixed/non-moving objects. ///If you required moving concave triangle meshes, it is recommended to perform convex decomposition ///using HACD, see Bullet/Demos/ConvexDecompositionDemo...
by c6burns
Mon Jan 05, 2015 2:05 pm
Forum: General Bullet Physics Support and Feedback
Topic: Basic 3D Mesh Collision question
Replies: 4
Views: 1857

Re: Basic 3D Mesh Collision question

Can btBvhTriangleMeshShape even collide with another btBvhTriangleMeshShape? I feel the answer is no.
by c6burns
Sun Dec 28, 2014 9:28 am
Forum: General Bullet Physics Support and Feedback
Topic: CPU multithreading is working!
Replies: 145
Views: 55981

Re: CPU multithreading is working!

I need to multithread several completely-independent simulations in the same program. (Not the same simulation. Independent ones). Is this possible? This is the third thread in which you are asking the same question. Take it easy, man. Also in only 1 of the threads do you explain you are trying to ...
by c6burns
Wed Dec 24, 2014 3:18 pm
Forum: General Bullet Physics Support and Feedback
Topic: How do I load/convert OpenFlight format?
Replies: 2
Views: 1864

Re: How do I load/convert OpenFlight format?

You have plenty of options to construct physics objects however you need. The manual explains what type of collision object is best suited to each scenario. Find which collision object best fits your desired usage. Then look at the constructors/methods for how you can pass your data in. For example,...
by c6burns
Wed Dec 24, 2014 5:22 am
Forum: General Bullet Physics Support and Feedback
Topic: CPU multithreading is working!
Replies: 145
Views: 55981

Re: CPU multithreading is working!

Granyte wrote:Alright so after fixing my issue with Bullet I found an issue when using the GIimpact mesh
Have you confirmed that issue is specific only to lunkhound's fork?
by c6burns
Mon Dec 22, 2014 12:01 am
Forum: General Bullet Physics Support and Feedback
Topic: Strange issue which looks like tunnelling
Replies: 11
Views: 3331

Re: Strange issue which looks like tunnelling

I don't know what code path you've actually changed, but NEON isn't implemented for android. Only for apple.
by c6burns
Thu Dec 18, 2014 11:55 pm
Forum: General Bullet Physics Support and Feedback
Topic: Converting loaded Static Mesh to a Convex Hull (Or Similar).
Replies: 3
Views: 2214

Re: Converting loaded Static Mesh to a Convex Hull (Or Simil

In my opinion, for something like this you are going to end up removing the original body from the world and adding another body in its place.
by c6burns
Thu Dec 18, 2014 3:43 am
Forum: General Bullet Physics Support and Feedback
Topic: CPU multithreading is working!
Replies: 145
Views: 55981

Re: CPU multithreading is working!

Since we've already gone down the c++11 road, you could use:

Code: Select all

std::thread::hardware_concurrency()
Otherwise it's a big pain to write a cross platform method. There is one in Ogre 2.0, but I like the 1 line c++11 method :lol: