Search found 7 matches

by purplehaze
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...
by purplehaze
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...
by purplehaze
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, ...
by purplehaze
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...
by purplehaze
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
by purplehaze
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 ...
by purplehaze
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...