Search found 7 matches

by MajorNr01
Mon Nov 12, 2018 8:05 pm
Forum: General Bullet Physics Support and Feedback
Topic: Segmentation Fault during btDiscreteDynamicsWorld Constructor (btAllocDefault) (TDM-GCC-64)
Replies: 0
Views: 2923

Segmentation Fault during btDiscreteDynamicsWorld Constructor (btAllocDefault) (TDM-GCC-64)

I compiled Bullet on Windows 7 into static libraries using cmake and TDM-GCC-64. Has anyone else used Bullet with the TDM-GCC-64 compiler on Windows? If no one knows what's going on I would at least appreciate to know who has. For testing purposes I simplified my usage to the following source code: ...
by MajorNr01
Fri Apr 24, 2015 4:33 pm
Forum: General Bullet Physics Support and Feedback
Topic: A bullet in Bullet, ray test missing hits
Replies: 2
Views: 3585

A bullet in Bullet, ray test missing hits

I want to implement a fast moving projectile (bullet) that can hit anything in my collision world (using discrete dynamics world). I do this by moving a position through space by my own calculations and ray testing everytime that position changes. I simulate gravity, by changing the velocity every f...
by MajorNr01
Mon Jan 13, 2014 8:30 pm
Forum: General Bullet Physics Support and Feedback
Topic: btBvhTriangleMeshShape sucks bodies onto other side
Replies: 8
Views: 12927

Re: btBvhTriangleMeshShape sucks bodies onto other side

As I 've explained in another thread, I don't have a big experience with Bullet's btKinematicCharacter controllers, and the btBvhTriangleMeshShapes I've used so far seem to work well enough for my needs. However, I'm answerng here just to say that it's possible to convert a btStridingMeshInterface ...
by MajorNr01
Fri Jan 10, 2014 10:13 pm
Forum: General Bullet Physics Support and Feedback
Topic: btBvhTriangleMeshShape sucks bodies onto other side
Replies: 8
Views: 12927

Re: btBvhTriangleMeshShape sucks bodies onto other side

I have the same issue with my custom shape. Using a ghost object and a kcc. The bad collisions happen on the edges, use a debug drawer to see the edges of your shape and you will see that the bad collisions happen there. If you look it up in the forums, there are ways to remove the unwanted edges. ...
by MajorNr01
Fri Jan 10, 2014 6:27 pm
Forum: General Bullet Physics Support and Feedback
Topic: btBvhTriangleMeshShape sucks bodies onto other side
Replies: 8
Views: 12927

btBvhTriangleMeshShape sucks bodies onto other side

I have a static (0 mass) rigid body with a btBvhTriangleMeshShape as collision shape, the whole thing representing a height-map style terrain. There are different reasons for why im not using the terrain shape and I believe that this is irrelevant to the problem. Right now im just generating a heigh...
by MajorNr01
Thu Sep 19, 2013 1:35 pm
Forum: General Bullet Physics Support and Feedback
Topic: nested compound shapes: are the child-transforms relevant?
Replies: 0
Views: 16974

nested compound shapes: are the child-transforms relevant?

I am using nested btCompoundShapes in a static (0 mass) rigid body, in order to maintain a sort of grouping of multiple shapes. Additionally I am using btCompoundShape's dbvt feature to accelerate collision detection. Basically I am trying to construct static world geometry using different kinds of ...
by MajorNr01
Sat Aug 24, 2013 1:20 pm
Forum: General Bullet Physics Support and Feedback
Topic: Voxel World, Construct collision model on the fly
Replies: 4
Views: 5829

Voxel World, Construct collision model on the fly

I have a voxel world system and I want to integrate bullet physics so that rigid bodies collide with the terrain. Unlike minecraft the world produces flat areas aswell as slopes to around 45 degrees. I thought that probably the most efficient way to make a collision model for the terrain is to const...