Search found 9 matches

by willcassella
Thu Mar 03, 2016 4:49 am
Forum: General Bullet Physics Support and Feedback
Topic: btGhostObject vs btRigidBody with CF_NO_CONTACT_RESPONSE
Replies: 1
Views: 4334

btGhostObject vs btRigidBody with CF_NO_CONTACT_RESPONSE

As part of researching how to best integrate a physics engine into my game, I was looking at the source code for Urho3D. For the most part what they've done is pretty straightforward, however for implementing ghosts or "triggers" they're using a btRigidBody with the 'CF_NO_CONTACT_RESPONSE...
by willcassella
Wed Jan 27, 2016 11:46 pm
Forum: General Bullet Physics Support and Feedback
Topic: Integrating Bullet into an Entity-Component architecture
Replies: 0
Views: 4424

Integrating Bullet into an Entity-Component architecture

I'm currently trying to integrate Bullet into my game (which uses the Entity-Component architecture, very similar to Unity's), and I'm a bit stuck on the best way to proceed. Should the Entity's get btCollisionObjects, or should the Components? How do I deal with parent-child relationships between E...
by willcassella
Mon Oct 26, 2015 11:00 pm
Forum: General Bullet Physics Support and Feedback
Topic: btTransform vs custom transform representation
Replies: 6
Views: 11684

Re: btTransform vs custom transform representation

Is it possible to have objects who's position/rotation may be set arbitrarily by the application, as well as participating in the physics simulation? If 'btMotionState' had some sort of way to mark it as dirty that Bullet could detect, that would be perfect
by willcassella
Mon Oct 26, 2015 9:41 pm
Forum: General Bullet Physics Support and Feedback
Topic: btTransform vs custom transform representation
Replies: 6
Views: 11684

Re: btTransform vs custom transform representation

Thanks for the feedback! Looking through the API, I think I'll be extending btMotionState, since that seems to be the easiest and cleanest way to implement things while also allowing me to keep using my own API. After some initial testing with the debugger, I noticed that "getWorldTransform&quo...
by willcassella
Mon Oct 26, 2015 3:41 am
Forum: General Bullet Physics Support and Feedback
Topic: btTransform vs custom transform representation
Replies: 6
Views: 11684

btTransform vs custom transform representation

Hi, I've been pretty successful in hacking the bullet Hello World program into the game I'm developing, and I'm beginning to consider how I'll be integrating it into the rest of my engine. At the moment I'm using a custom math library, with all the standard types (Vec2/3/4, Mat4, Quat, etc). I've be...
by willcassella
Sun Oct 25, 2015 7:39 am
Forum: General Bullet Physics Support and Feedback
Topic: Bullet modules
Replies: 1
Views: 2350

Bullet modules

Hi, I'm trying to integrate Bullet into the game I'm building, and I'd prefer to keep things kind of light. Bullet seems to be decomposed into several different modules, but I'm having trouble finding information on what does what, so I can decide which ones I don't need. In particular, I don't need...
by willcassella
Tue Jan 21, 2014 2:11 am
Forum: General Bullet Physics Support and Feedback
Topic: Bullet Linear Math for rendering
Replies: 3
Views: 7563

Re: Bullet Linear Math for rendering

Is the MatrixX class used for custom sized matrices? I can't seem to find anything on it in the documentation.
GMTL might be nice, but if possible I'd like to use Bullet's library

Thanks,

Will Cassella
by willcassella
Sat Jan 18, 2014 5:06 am
Forum: General Bullet Physics Support and Feedback
Topic: Bullet Linear Math for rendering
Replies: 3
Views: 7563

Bullet Linear Math for rendering

Hi, Just as a note, I'm pretty new to this whole area of CS, so please forgive anything stupid I might say. I'm working on creating a game engine using OpenGL as my graphics API. I was getting tired of GLM because its quaternions and transformations were just hard to work with, and I'd heard that Bu...
by willcassella
Sun Dec 01, 2013 7:01 am
Forum: General Bullet Physics Support and Feedback
Topic: Setting up bullet
Replies: 2
Views: 5264

Setting up bullet

Hi! I've been working on writing my own game engine in c++, and as I started making games in the blender game engine many years ago, I thought it seemed fit to integrate the bullet physics engine into my own engine. I've been following the tutorial at http://bulletphysics.org/mediawiki-1.5.8/index.p...