Search found 13 matches

by nikomaster
Thu Jun 05, 2014 3:22 am
Forum: General Bullet Physics Support and Feedback
Topic: BulletPhysics official Sketchup plugin?
Replies: 1
Views: 3528

Re: BulletPhysics official Sketchup plugin?

The bullet physics plugin is sketchyphysics it uses bullet a engine.
by nikomaster
Thu Jun 05, 2014 3:10 am
Forum: General Bullet Physics Support and Feedback
Topic: Using pivot point scaling / rotation on collision obj?
Replies: 5
Views: 8652

Re: Using pivot point scaling / rotation on collision obj?

The box would shifted at the position you specified , nevertheless the center of the compound would remaing at 0,0,0 so by rotating the compound the box would not rotate on its axis but around the axis of the compound which would be 0,0,0 but the box would be shifted. I had a similar issue coordinat...
by nikomaster
Thu Jun 05, 2014 2:40 am
Forum: General Bullet Physics Support and Feedback
Topic: Delete/Remove dynamic object while colliding
Replies: 2
Views: 3889

Re: Delete/Remove dynamic object while colliding

Hi, My suggestion would be storing the information of the object you are about to remove such as position, motion direction (velocity) and all of its properties on temporal variables then remove it and put it back again but in a position just before having contact. You can get that information by ad...
by nikomaster
Wed Jun 04, 2014 10:10 pm
Forum: General Bullet Physics Support and Feedback
Topic: Creating a Hull Of Static Mesh from OpenGL ...
Replies: 2
Views: 3536

Re: Creating a Hull Of Static Mesh from OpenGL ...

Hello, I am seeing you are pasing no data to the constructor of btConvexHullShape. I am not sure whether that could be the reason. This is what I do btConvexTriangleMeshShape *chs=new btConvexTriangleMeshShape(triangleMesh); btShapeHull *sh=new btShapeHull(chs); btScalar margin= chs->getMargin(); sh...
by nikomaster
Sun Jun 01, 2014 4:00 am
Forum: General Bullet Physics Support and Feedback
Topic: btCylinderShape and btConeShape non stop bouncing
Replies: 0
Views: 4474

btCylinderShape and btConeShape non stop bouncing

I have been playing with these two shapes mostly using them as constraints on vehicles. The problem here is they behave strange when colliding with an static object such as btBoxShape, or a btBvhTriangleMeshShape. They just don't stop bouncing and it is seen they penetrate the static shape for a few...
by nikomaster
Fri May 30, 2014 12:17 pm
Forum: General Bullet Physics Support and Feedback
Topic: himing missiles and bullet
Replies: 5
Views: 9326

Re: himing missiles and bullet

You probably have lost interest on this topic. But I just remember another way to achieve your homing missiles without having the need to go for kinematic objects. You could add a constraint to the tip of the missile and from there apply an impulse direct to the position of the target. For this you ...
by nikomaster
Wed May 28, 2014 2:27 pm
Forum: General Bullet Physics Support and Feedback
Topic: Using pivot point scaling / rotation on collision obj?
Replies: 5
Views: 8652

Re: Using pivot point scaling / rotation on collision obj?

Objects on bullet rotate around their center of mass which usually is the center of the bounding box. If you want to move that pivot you need to shift the center of mass of the rigidbody and synch it with the graphics engine check this thread explaining this: http://www.bulletphysics.org/Bullet/phpB...
by nikomaster
Tue May 27, 2014 10:57 am
Forum: General Bullet Physics Support and Feedback
Topic: himing missiles and bullet
Replies: 5
Views: 9326

Re: himing missiles and bullet

Here is the code I use to apply drag to moving rigidbodies in bullet. Please notice I re-wrote this code to fit bullet data types as I own my own types so I did not test it on the compiler, nevertheless is the same code with different types. Also please notice function getOrientationEuler is not inc...
by nikomaster
Tue May 27, 2014 9:50 am
Forum: General Bullet Physics Support and Feedback
Topic: himing missiles and bullet
Replies: 5
Views: 9326

Re: himing missiles and bullet

You can switch the rocket to a kinematic object and control its movement, however it would lose its realism as it won't be affected by gravity but collisions would be enabled, or you can implement drag and wind resistance and control the rocket using airfoil surfaces as in real life. Wind would be a...
by nikomaster
Tue May 27, 2014 7:07 am
Forum: General Bullet Physics Support and Feedback
Topic: Using pivot point scaling / rotation on collision obj?
Replies: 5
Views: 8652

Re: Using pivot point scaling / rotation on collision obj?

As I understand you want to rotate and scale synch graphics and bullet right? I think scaling is not possible this way. You may use btCollisionShape->setLocalScaling to scale the rigidbody shape. And then apply the transform. It works for me. If you are sending the opengl matrix directly then rotati...
by nikomaster
Wed May 21, 2014 7:30 am
Forum: General Bullet Physics Support and Feedback
Topic: What is bullet world size limits
Replies: 3
Views: 5008

Re: What is bullet world size limits

another curious thing is that on the horizontal plane I can go far without having this glitch it seems this only happens on Y
by nikomaster
Wed May 21, 2014 7:22 am
Forum: General Bullet Physics Support and Feedback
Topic: What is bullet world size limits
Replies: 3
Views: 5008

Re: What is bullet world size limits

thank you for your answer! I'll try with double precision floats, I just hope the change won't drop errors, good I use my own data structures. If this does not work, I think I'd try scaling down the world or using some sort of world paging system such as reposition to 0,0,0 coordinates on physics wo...
by nikomaster
Fri May 16, 2014 10:23 am
Forum: General Bullet Physics Support and Feedback
Topic: What is bullet world size limits
Replies: 3
Views: 5008

What is bullet world size limits

Hello I am making a small sandbox like simulator game and I am using bullet as physics engine. Everything works fine ..I am still learning and adjusting here and there. In this application you are able to build vehicles using constraints with primitives and meshes. However every time a vehicle reach...