Search found 7 matches
- Tue Oct 22, 2013 8:18 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Terrain depth interaction
- Replies: 6
- Views: 7869
Re: Terrain depth interaction
The real performance hit (at least in my case) comes from creating the collision shape of the rigidbody. You would want to do that during scene setup or in a background thread. Adding and removing bodies from the world is a fairly trivial operation. So creating the collision shape for the terrain m...
- Tue Oct 22, 2013 5:55 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Terrain depth interaction
- Replies: 6
- Views: 7869
Re: Terrain depth interaction
Ok I understand much better now, thank you! Sounds fun! I think the answer is still going to be that outside of bullet you generate meshes using your actual scene geometry modified by your depth texture. So meshes are made during a preprocess and at runtime the texture isn't needed by bullet. The g...
- Mon Oct 21, 2013 10:41 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Terrain depth interaction
- Replies: 6
- Views: 7869
Re: Terrain depth interaction
Do you actually need to use the height information from a texture? Couldn't you simply hand bullet one static mesh (adjusted by your texture), and then render the surface of the snow? Or is there a more complex idea about a physical interaction with the snow ... like slowly sinking to a max depth, ...
- Mon Oct 21, 2013 8:42 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Terrain depth interaction
- Replies: 6
- Views: 7869
Terrain depth interaction
Hi all My application uses a 4096x4096 terrain made out of 33x33 vertex chunks (chunks are resized and drawn in different positions depending on LOD, etc), but for the sake of this post, we can assume my player/avatar is always on a chunk of terrain at 33x33 vertices. I understand it's fairly simple...
- Wed Oct 16, 2013 3:10 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Building Bullet libraries
- Replies: 4
- Views: 4789
Re: Building Bullet libraries
Thanks a lot c6burns, I literally just found that document 5 minutes ago but I really appreciate you posting it - looks to have fixed my issue.
Thanks again
Thanks again
- Wed Oct 16, 2013 12:50 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Building Bullet libraries
- Replies: 4
- Views: 4789
Re: Building Bullet libraries
Thanks for the reply - I did try that solution but building it gave me lots of errors like: 1>c:\projects\external\3rd party tools\bullet-2.81-rev2613\src\linearmath\btVector3.h(238) : error C3861: '_mm_cvtss_f32': identifier not found Which is what prompted me to build it with CMake and thence the ...
- Wed Oct 16, 2013 10:51 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Building Bullet libraries
- Replies: 4
- Views: 4789
Building Bullet libraries
Hi all This is my first post on the forum. I've recently decided to incorporate a physics engine into my game engine and I've chosen Bullet. I'm using DirectX v9 and I develop in C++ on VS2005 (v8). I've downloaded the latest version (bullet-2.81-rev2613), installed cmake and attempted to generate f...