Search found 24 matches
- Thu Mar 08, 2018 7:16 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: CPU multithreading is working!
- Replies: 145
- Views: 1290575
Re: CPU multithreading is working!
Thanks. I was using the wrong master, which doesn't have the btSequentialImpulseConstraintSolverMt source files. I'll build it now and let you know what I think after a couple of days of testing.
- Thu Mar 08, 2018 6:23 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Predict whether a step will occur
- Replies: 4
- Views: 6227
Re: Predict whether a step will occur
I've been avoiding the variable update due to the assumption that it can be buggy, so I decided to go with the deterministic approach. I'll see how it works later, though.
- Thu Mar 08, 2018 12:31 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How to move a character? FPS
- Replies: 2
- Views: 4671
Re: How to move a character? FPS
It requires some understanding of kinematic objects and how they interact (or don't interact) with the physics world. It is pretty straight forward, but sadly I have found Bullet's character controller classes overly complex and messy, which makes following them rather tedious. I wrote my own CC fro...
- Thu Mar 08, 2018 12:20 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Predict whether a step will occur
- Replies: 4
- Views: 6227
Re: Predict whether a step will occur
Can you call stepSimulation(customFixedValue) only when "total >= doStepValue" instead? I could, but it would mean duplicating what Bullet is doing in the stepSimulation method, and trying to have both synchronised perfectly could be problematic. In fact, I did try but a lot of the update...
- Wed Mar 07, 2018 5:26 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: CPU multithreading is working!
- Replies: 145
- Views: 1290575
Re: CPU multithreading is working!
I've tried getting this working, but VS is throwing an assert: btAssert( gBtTaskScheduler != NULL ); // call btSetTaskScheduler() with a valid task scheduler first! - line 444 of btThreads.cpp I chose PPL in cmake and I'm creating the world like so: broadPhase = new btDbvtBroadphase(); collisionConf...
- Wed Mar 07, 2018 9:37 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Predict whether a step will occur
- Replies: 4
- Views: 6227
Predict whether a step will occur
Hi, I have the physics engine set to a fixed 60hz and my engine is free running. If free running at 120hz then the physics step will skip one update and add the deltatime to some sort of accumulator. Is there anyway, without altering Bullet's source code, to determine if Bullet will skip a particula...
- Mon Apr 17, 2017 1:55 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Updating mesh position based on rigidBody position?
- Replies: 9
- Views: 13143
Re: Updating mesh position based on rigidBody position?
Are you doing it like this? Update() <--update to desired position Physics() Apply() <-- apply to actual position/build matrix etc Draw() You could take advantage of the userdata() pointer Bullet offers and set up an automatic callback, or just create pointers to the rigid's world position/quat/etc....
- Wed Apr 05, 2017 11:03 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Assert error during simulation step
- Replies: 2
- Views: 4755
Re: Assert error during simulation step
Thanks, but the callstack wasn't giving me much information that I could interpret as something useful, other than to help me figure out when the crash happened. However, some of the sourcecode I am using I wrote a while ago for 32 bit builds, and after changing the following this assert has stopped...
- Tue Apr 04, 2017 8:50 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Assert error during simulation step
- Replies: 2
- Views: 4755
Assert error during simulation step
Somewhere during the step simulation call I am getting a triggered breakpoint in the btAlignedObjectArray.h file. Here: SIMD_FORCE_INLINE T& operator[](int n) { btAssert(n>=0); btAssert(n<size()); return m_data[n]; } n = -1; This only happens in DEBUG build on vs2015 compiling x64. It works OK i...
- Wed Aug 24, 2016 5:41 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Trouble setting up Bullet Physics in Visual Studio 2015
- Replies: 13
- Views: 31329
Re: Trouble setting up Bullet Physics in Visual Studio 2015
Bullet is pretty much straight forward for setting up. However, you will probably need to use CMake to create the build for VS2015. Just run CMake, set the directories to the root directory of Bullet, configure and create. After that you just open the project CMake created and build your debug and r...
- Wed Aug 24, 2016 5:30 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Smoothed sphere collision response with triangle mesh
- Replies: 1
- Views: 3786
Smoothed sphere collision response with triangle mesh
Hi, I am only using a sweep test for the collision detection and I'm handling the response myself. The code is different from the character controller because I'm attaching to ground with a ray (stays parallel with ground - ground normal is 'up') and other things. The problem I am having is with cur...
- Fri May 06, 2016 1:21 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: 3D Feeler
- Replies: 2
- Views: 4594
Re: 3D Feeler
Nevermind, I got it working using a spherical convex sweep test. Out of curiosity, how expensive is this function compared to the multiple ray trace calls I was using before?
- Fri May 06, 2016 7:47 am
- Forum: General Bullet Physics Support and Feedback
- Topic: 3D Feeler
- Replies: 2
- Views: 4594
3D Feeler
Hi, I'm using raytrace for an obstacle avoidance function in 3D, but I'm having to use around 4-5 feelers to try and cover the boundary of the 3D object they're attached to. Does Bullet have a 3D method so I could project a 3D primitive (cube or cylinder with non-uniform scaling) to simplify the tas...
- Thu Nov 05, 2015 1:25 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bumps between convex hulls with character controller
- Replies: 1
- Views: 3476
Re: Bumps between convex hulls with character controller
I found using a cylinder instead of a capsule gave better results, but you will have to setup stepping yourself. I have yet to update Bullet to the newer version so I don't know what state the CC is in, but I got some of the source for the stepping from one of those Bullet patches offered by the com...
- Thu Aug 21, 2014 9:27 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btIDebugDraw with OpenGL 4.4 - [SOLVED]
- Replies: 9
- Views: 15040
Re: btIDebugDraw with OpenGL 4.4
I'm away from my home PC at the moment so it will have to wait a few hours. However, from the top of my head I am using indexed triangles. So, the line is created using the two points:
glm::vec3 points[2]
And rendered using 3 indices:
short indices[3] = { 0, 1, 0 }
glm::vec3 points[2]
And rendered using 3 indices:
short indices[3] = { 0, 1, 0 }