Search found 9 matches
- 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...
- 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...
- 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
- 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...
- 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...
- 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...
- 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
GMTL might be nice, but if possible I'd like to use Bullet's library
Thanks,
Will Cassella
- 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...
- 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...