Search found 47 matches
- Wed Feb 03, 2021 9:39 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: 6DOF Constraint: Y-axis angular limit > 90 degrees?
- Replies: 7
- Views: 22437
- Tue Aug 18, 2020 11:45 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Batched raycasting wrapper in C
- Replies: 4
- Views: 5274
Re: Batched raycasting wrapper in C
it appears to be earlier than that even - it's in the release notes for 2.67
- Sat Aug 15, 2020 5:00 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Batched raycasting wrapper in C
- Replies: 4
- Views: 5274
Re: Batched raycasting wrapper in C
This seems to indicate otherwise* https://i.snipboard.io/49N7PT.jpg https://pybullet.org/Bullet/phpBB3/viewtopic.php?f=18&t=1907&view=next https://pybullet.org/Bullet/phpBB3/viewtopic.php?t=3790 "Interesting, I didn't know about this. Look in the Benchmark and ConcaveRaycast demos for #...
- Wed Aug 12, 2020 4:07 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Batched raycasting wrapper in C
- Replies: 4
- Views: 5274
Batched raycasting wrapper in C
I have a friend maintaining UPBGE - (a fork of blender game engine running in blender 2.9x)
I was wondering what the name of the batched raycast system was under the hood so we can wrap it / more information about it for upbge
note- we are building using bullet 2.83
I was wondering what the name of the batched raycast system was under the hood so we can wrap it / more information about it for upbge
note- we are building using bullet 2.83
- Sat Oct 29, 2016 12:53 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Compound Physics Armatures
- Replies: 1
- Views: 3850
Re: Compound Physics Armatures
https://www.youtube.com/watch?v=ydnqXhktudk here is a update -turned physics vizulisations on in this one
*force applications are done with raycasts at the moment - the child shapes moving produce no thrust* as they 'teleport' each frame
*force applications are done with raycasts at the moment - the child shapes moving produce no thrust* as they 'teleport' each frame
- Fri Oct 28, 2016 8:12 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Compound Physics Armatures
- Replies: 1
- Views: 3850
Compound Physics Armatures
So I have found an easy way to get an accurate physics shape for actors in blender I have a compound root object - the armature to be animated parents to this, each bone that is to have physics has a 'bone tag' parented to it, and a child shape that approximates the shape of the bone every frame I r...
- Mon Jun 20, 2016 8:40 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: change cap of friction per material in blender game?
- Replies: 3
- Views: 5290
Re: change cap of friction per material in blender game?
the sim is set for 100 material in both the feet, and the ground plane,
however during the 'power stroke' I still end up with slipping.
I will check my base walk animation then get back to you *(maybe he is lifting his feet to the end of the walk stroke?)
however during the 'power stroke' I still end up with slipping.
I will check my base walk animation then get back to you *(maybe he is lifting his feet to the end of the walk stroke?)
- Fri Jun 17, 2016 8:38 am
- Forum: General Bullet Physics Support and Feedback
- Topic: change cap of friction per material in blender game?
- Replies: 3
- Views: 5290
change cap of friction per material in blender game?
currently material friction is capped at 100 in blender game engine
I need more
https://www.youtube.com/watch?v=IUAGqXMivd4
I need more
https://www.youtube.com/watch?v=IUAGqXMivd4
- Fri Apr 29, 2016 6:55 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Explosion simulation for use in rendering (blender and BGE)
- Replies: 2
- Views: 61648
Re: Explosion simulation for use in rendering (blender and B
Thanks! I used rays and vetor.reflect(surfaceNormal) and at each bounce I cut the force in half
- Mon Mar 21, 2016 8:50 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: collision.hitImpulse all objects in collision.hitObjectList
- Replies: 0
- Views: 4869
collision.hitImpulse all objects in collision.hitObjectList
Can someone help add a system to blender game engine, so that each collided impulse is saved from all actors (per physics frame?) like for impact in collision.hitObjectImpulses: if impact.magnitude>2: actor.health-=impact.magnitude right now it's impossible to do damage using physics directly, and i...
- Tue Sep 08, 2015 6:07 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Building articulated character with btMultiBody
- Replies: 8
- Views: 11664
Re: Building articulated character with btMultiBody
I have a working, walking ragdoll,
I use 6dof joints , and I set the angle using a angular velocity (target+current)/2
I use 6dof joints , and I set the angle using a angular velocity (target+current)/2
- Tue Sep 08, 2015 7:03 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Blender game needs triangle mesh to many convex hull convert
- Replies: 1
- Views: 3628
Blender game needs triangle mesh to many convex hull convert
how can I
1. Generate many convex hulls from a triangle mesh using blender BPY. for later use in game engine,
2. build a compound object out of these shapes before frame 0? (bge api)
http://blenderartists.org/forum/showthr ... ost2933353
1. Generate many convex hulls from a triangle mesh using blender BPY. for later use in game engine,
2. build a compound object out of these shapes before frame 0? (bge api)
http://blenderartists.org/forum/showthr ... ost2933353
- Tue Sep 01, 2015 6:42 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Explosion simulation for use in rendering (blender and BGE)
- Replies: 2
- Views: 61648
- Fri Aug 28, 2015 8:46 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: fulltime rigdoll
- Replies: 11
- Views: 65513
Re: fulltime rigdoll
https://www.youtube.com/watch?v=XXwBaOI ... e=youtu.be
went back to the drawing board and got some nice results
went back to the drawing board and got some nice results
- Sat Jun 27, 2015 10:21 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Influence of Kinematic Object
- Replies: 1
- Views: 38213
Re: Influence of Kinematic Object
I would use torque or linV
Diff = object.worldOrientation-target.worldOrientation
own.worldAngularVelocity = Diff*multiplier
own.worldAngularVelocity*=.5
Diff = object.worldOrientation-target.worldOrientation
own.worldAngularVelocity = Diff*multiplier
own.worldAngularVelocity*=.5