Search found 9 matches
- Tue May 17, 2016 10:09 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Quaternion changes rotation when initializing
- Replies: 7
- Views: 12810
Re: Quaternion changes rotation when initializing
This is due to how floating point values are represented in C++. Long story short, it's not possible to represent every possible decimal value using the IEEE floating point model, so only discrete values are used (e.g. 0.0001, 0.0002, 0.0003, 0.0005, 0.0006) notice how I skipped 0.0004, it's just an...
- Wed Dec 16, 2015 5:32 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btMultiBody + softbody
- Replies: 1
- Views: 2830
btMultiBody + softbody
I notice that there are separate worlds for softbodies and btMultiBody. Is it possible to have a world where softbodies and multibodies co-exist and can collide with each other?
- Wed May 06, 2015 1:25 am
- Forum: General Bullet Physics Support and Feedback
- Topic: rayTest collision result coordinates differing by ±0.000015
- Replies: 2
- Views: 3143
Re: rayTest collision result coordinates differing by ±0.000
Read this: http://blog.reverberate.org/2014/09/what-every-computer-programmer-should.html In summary, floats (and doubles) only represent certain values exactly, so if a float can represent 0.0000001 and 0.0000004, if you hard coded a value of 0.0000002 in your code, it will really end up being 0.00...
- Fri Nov 21, 2014 2:46 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btMultiBody instability (character shoots up into the air)
- Replies: 5
- Views: 9987
Re: btMultiBody instability (character shoots up into the ai
Which collision model/algorithm did you use with Simbody ? I'm not sure, I didn't choose anything specific. I just wrote the bare minimum code to get Simbody running. I'm using the GitHub release version 3.41. The only specific thing I chose was to use the RungeKuttaMersonIntegrator. Is the instabi...
- Wed Nov 19, 2014 3:28 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btMultiBody instability (character shoots up into the air)
- Replies: 5
- Views: 9987
Re: btMultiBody instability (character shoots up into the ai
If you have time/knowledge to track it down, create a small reproduction case or even fix it, please use this issue: https://github.com/bulletphysics/bullet3/issues/290 I have modified the MultiBodyVehicle demo to create my test btMultiBody(s), and posted the gist link on the issue tracker. You mig...
- Tue Nov 18, 2014 4:03 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Scrap Mechanic - New building survival game made with Bullet
- Replies: 2
- Views: 42991
Re: Scrap Mechanic - New building survival game made with Bu
That looks like a lot of fun!
What version of Ogre are you using? Did you make any changes to the Ogre source code?
What version of Ogre are you using? Did you make any changes to the Ogre source code?
- Tue Nov 18, 2014 2:53 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btMultiBody instability (character shoots up into the air)
- Replies: 5
- Views: 9987
btMultiBody instability (character shoots up into the air)
I'm trying to make a sports game with physically simulated characters. I created a torso (still missing arms and head) using btMultiBody, ran the simulation, and watched the btMultiBody crumple to the ground as expected. I then wrote a for loop to easily clone this btMultiBody, and position the clon...
- Fri Sep 26, 2014 4:44 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Does btMultiBody::addJointTorque work?
- Replies: 3
- Views: 5776
Re: Does btMultiBody::addJointTorque work?
I resolved this by simply upgrading from bullet 2.82 to building the current head of bullet3 master from source (46bd05f4f769ae0c6229489bb515ea6e471f17b7). https://github.com/bulletphysics/bullet3/commit/46bd05f4f769ae0c6229489bb515ea6e471f17b7 And btMultiBody::addJointTorque works now with no modif...
- Fri Sep 26, 2014 4:43 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Does btMultiBody::addJointTorque work?
- Replies: 3
- Views: 5776
Does btMultiBody::addJointTorque work?
I understand the Featherstone related code is still very much a work in progress. Using the Featherstone demo as a guide, I have constructed a btMultiBody consisting of the base and one child link, connected by a revolute joint. The multi body falls to the ground and comes to rest during the simulat...