Search found 149 matches
- Mon Feb 02, 2015 9:25 am
- Forum: General Bullet Physics Support and Feedback
- Topic: How to hide terrain debug draw ?
- Replies: 2
- Views: 6906
Re: How to hide terrain debug draw ?
set collision flag btCollisionObject::CF_DISABLE_VISUALIZE_OBJECT
- 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: 8200
Re: Odd behavior for dynamic objects - sliding ignoring fric
So you mean, you are calling setLinearVelocity on a dynamic rigid body instead of applyCentralForce / applyCentralImpulse?ahanganu wrote:Controls are forcing various velocity values on frame
- Sun Feb 01, 2015 8:32 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Highfidelity virtual world using Bullet
- Replies: 2
- Views: 65662
Re: Highfidelity virtual world using Bullet
The face tracking is hilarious
- Thu Jan 08, 2015 6:26 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Strange issue which looks like tunnelling
- Replies: 11
- Views: 20442
Re: Strange issue which looks like tunnelling
Hooray?Wil McV wrote:I'm not using Android devices, i'm using Apple devices.c6burns wrote:I don't know what code path you've actually changed, but NEON isn't implemented for android. Only for apple.
- Thu Jan 08, 2015 6:20 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btDiscreteDynamicsWorld 16 aligned
- Replies: 3
- Views: 9640
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.
- Thu Jan 08, 2015 3:42 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btDiscreteDynamicsWorld 16 aligned
- Replies: 3
- Views: 9640
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(...
- Mon Jan 05, 2015 6:14 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Basic 3D Mesh Collision question
- Replies: 4
- Views: 10676
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...
- Mon Jan 05, 2015 2:05 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Basic 3D Mesh Collision question
- Replies: 4
- Views: 10676
Re: Basic 3D Mesh Collision question
Can btBvhTriangleMeshShape even collide with another btBvhTriangleMeshShape? I feel the answer is no.
- Sun Dec 28, 2014 9:28 am
- Forum: General Bullet Physics Support and Feedback
- Topic: CPU multithreading is working!
- Replies: 145
- Views: 1290285
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 ...
- 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: 7166
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,...
- Wed Dec 24, 2014 5:22 am
- Forum: General Bullet Physics Support and Feedback
- Topic: CPU multithreading is working!
- Replies: 145
- Views: 1290285
Re: CPU multithreading is working!
Have you confirmed that issue is specific only to lunkhound's fork?Granyte wrote:Alright so after fixing my issue with Bullet I found an issue when using the GIimpact mesh
- Tue Dec 23, 2014 2:36 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Substeps and performance: game logic in tick callback.
- Replies: 4
- Views: 8764
- Mon Dec 22, 2014 12:01 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Strange issue which looks like tunnelling
- Replies: 11
- Views: 20442
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.
- 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: 8647
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.
- Thu Dec 18, 2014 3:43 am
- Forum: General Bullet Physics Support and Feedback
- Topic: CPU multithreading is working!
- Replies: 145
- Views: 1290285
Re: CPU multithreading is working!
Since we've already gone down the c++11 road, you could use:
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
Code: Select all
std::thread::hardware_concurrency()