Search found 47 matches

by BluePrintRandom
Tue Aug 18, 2020 11:45 pm
Forum: General Bullet Physics Support and Feedback
Topic: Batched raycasting wrapper in C
Replies: 4
Views: 5051

Re: Batched raycasting wrapper in C

it appears to be earlier than that even - it's in the release notes for 2.67
by BluePrintRandom
Sat Aug 15, 2020 5:00 pm
Forum: General Bullet Physics Support and Feedback
Topic: Batched raycasting wrapper in C
Replies: 4
Views: 5051

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 #...
by BluePrintRandom
Wed Aug 12, 2020 4:07 pm
Forum: General Bullet Physics Support and Feedback
Topic: Batched raycasting wrapper in C
Replies: 4
Views: 5051

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
by BluePrintRandom
Sat Oct 29, 2016 12:53 am
Forum: General Bullet Physics Support and Feedback
Topic: Compound Physics Armatures
Replies: 1
Views: 3694

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
by BluePrintRandom
Fri Oct 28, 2016 8:12 pm
Forum: General Bullet Physics Support and Feedback
Topic: Compound Physics Armatures
Replies: 1
Views: 3694

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...
by BluePrintRandom
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: 5075

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?)
by BluePrintRandom
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: 5075

change cap of friction per material in blender game?

currently material friction is capped at 100 in blender game engine


I need more :P

https://www.youtube.com/watch?v=IUAGqXMivd4
by BluePrintRandom
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: 55517

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 :D
by BluePrintRandom
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: 4759

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...
by BluePrintRandom
Tue Sep 08, 2015 6:07 pm
Forum: General Bullet Physics Support and Feedback
Topic: Building articulated character with btMultiBody
Replies: 8
Views: 11405

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
by BluePrintRandom
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: 3490

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
by BluePrintRandom
Fri Aug 28, 2015 8:46 am
Forum: Applications, Games, Demos or Movies using Bullet
Topic: fulltime rigdoll
Replies: 11
Views: 57943

Re: fulltime rigdoll

https://www.youtube.com/watch?v=XXwBaOI ... e=youtu.be

went back to the drawing board and got some nice results
by BluePrintRandom
Sat Jun 27, 2015 10:21 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Influence of Kinematic Object
Replies: 1
Views: 32859

Re: Influence of Kinematic Object

I would use torque or linV

Diff = object.worldOrientation-target.worldOrientation

own.worldAngularVelocity = Diff*multiplier

own.worldAngularVelocity*=.5