Search found 19 matches

by JamesH
Thu Jun 11, 2009 7:36 am
Forum: Release Announcements
Topic: Bullet 2.75 beta1: GPU, SPH fluids preview, new constraints
Replies: 13
Views: 86408

Re: Bullet 2.75 beta1: GPU, SPH fluids preview, new constraints

Bullet 2.75 RC1 has been uploaded, based on latest SVN trunk revision 1691. I'm trying to compile the sph project and it's looking for the glee_2008d.lib file. Any idea what this is, or rather, where it is ? Can you please try RC1? glee*.lib should not be needed anymore, it includes glee.c now. Tha...
by JamesH
Tue Jun 09, 2009 7:19 am
Forum: Release Announcements
Topic: Bullet 2.75 beta1: GPU, SPH fluids preview, new constraints
Replies: 13
Views: 86408

Re: Bullet 2.75 beta1: GPU, SPH fluids preview, new constraints

I'm trying to compile the sph project and it's looking for the glee_2008d.lib file. Any idea what this is, or rather, where it is ?

Many thanks
by JamesH
Sun Apr 19, 2009 3:42 pm
Forum: General Bullet Physics Support and Feedback
Topic: Euler problems
Replies: 5
Views: 5646

Re: Euler problems

Thanks for teh answers guys. I've read up quite a lot now about euler angles and understand the difficulties involved, and it would be great not to have to use them. I've a question open on the Modo forums that hopefully someone will answer, but at the moment it looks like adding channel rotation da...
by JamesH
Fri Apr 17, 2009 4:49 am
Forum: General Bullet Physics Support and Feedback
Topic: Euler problems
Replies: 5
Views: 5646

Re: Euler problems

The package is Modo, I'm having to wrap Bullet into a dll with an interface that can be called by perl - one of Modo's scripting languages (which was fun !). Modo supports ZXY as default, but also can use XYZ, XZY, YXZ, YZX and ZYX. Unfortunately maths is not a strong suit of mine and googling just ...
by JamesH
Thu Apr 16, 2009 8:32 pm
Forum: General Bullet Physics Support and Feedback
Topic: Euler problems
Replies: 5
Views: 5646

Euler problems

I'm working on an integration with a 3D package that stores its rotations as degrees and as such I cannot pass a 3x3 matrix to it for the rotation. To retrieve the rotation I'm using myMotionState->m_graphicsWorldTrans.getBasis().getEulerZYX(z, y, x); And then converting it to degrees before passing...
by JamesH
Thu Dec 04, 2008 7:23 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: C4 Engine Bullet Integration
Replies: 4
Views: 12394

Re: C4 Engine Bullet Integration

I've uploaded a new version that's built against 273SP1

If you are a C4 licensee, then the source is available from here
by JamesH
Tue Dec 02, 2008 10:03 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: C4 Engine Bullet Integration
Replies: 4
Views: 12394

Re: C4 Engine Bullet Integration

I've uploaded a new archive, it fixes quite a lot of issues. I've still got a bit of work to do on softbodies, the Controller settings for joints and the BulletScene node.
by JamesH
Sun Nov 30, 2008 5:38 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: C4 Engine Bullet Integration
Replies: 4
Views: 12394

Re: C4 Engine Bullet Integration

Ok, final update for the evening, fixed a stepsimulation issue and updated the archive
by JamesH
Sun Nov 30, 2008 4:22 pm
Forum: General Bullet Physics Support and Feedback
Topic: world advance issue when objects are present
Replies: 12
Views: 12524

Re: world advance issue when objects are present

Darn, missed that one - thanks Erwin
by JamesH
Sun Nov 30, 2008 1:00 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: C4 Engine Bullet Integration
Replies: 4
Views: 12394

Re: C4 Engine Bullet Integration

I've updated the archive with a few fixes Moved the simulation to a fixed timestep. Changed the hullShape margin to 0.001F and this reduces the noticeable instability in worlds 01 and 02. Fixed the sleeping actors not activating when the gravity is changed using the panel. Also to view the debug wir...
by JamesH
Sun Nov 30, 2008 12:46 pm
Forum: General Bullet Physics Support and Feedback
Topic: world advance issue when objects are present
Replies: 12
Views: 12524

Re: world advance issue when objects are present

I get the same error to your first post if I use the line btCollisionObjectArray collisionObjects = dynamicsWorld->getCollisionObjectArray(); I was using it to iterate through the rigidbodies to ::activate() the ones that are sleeping if I change the gravity. As a workaround I now cache the rigidbod...
by JamesH
Sat Nov 29, 2008 7:16 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: C4 Engine Bullet Integration
Replies: 4
Views: 12394

C4 Engine Bullet Integration

This is an integration of Bullet into the C4 Engine . The demo isn't anything fancy graphics-wise but is just a series of test worlds. The main demo is coming along later and is based around the assets from Rabbit project . The minimum graphics requirements are here , and at the moment it's only for...
by JamesH
Thu Nov 13, 2008 8:18 pm
Forum: Physics authoring tools, serialization, standards and related topics
Topic: ColladaConverter
Replies: 6
Views: 11163

Re: ColladaConverter

Sorry Erwin, ignore my post, I meant <mesh> not <convex>, but I can see that there is a <convex_mesh> tag that refers to the previous <mesh> section.
by JamesH
Thu Nov 13, 2008 7:10 pm
Forum: Physics authoring tools, serialization, standards and related topics
Topic: ColladaConverter
Replies: 6
Views: 11163

Re: ColladaConverter

I modified the three changes identified in the GoogleCode's change-set (I didn't have time to merge in 2.7.3), and it works fine now thanks. One observation from the outputted file, is that the hulls are tagged as <convex>, but looking at Chapter 6 of the COLLADA specs for 1.4 and 1.5, the Analytica...
by JamesH
Wed Nov 12, 2008 5:43 pm
Forum: Physics authoring tools, serialization, standards and related topics
Topic: ColladaConverter
Replies: 6
Views: 11163

Re: ColladaConverter

I am going to go through it in the next couple of days and see if I can track the issue down. I'll let you know if I find the problem.