Search found 3 matches

by Goran
Mon Jun 08, 2015 8:52 pm
Forum: General Bullet Physics Support and Feedback
Topic: Jbullet: NPE when removing body with TRIANGLE_MESH shape.
Replies: 3
Views: 5146

Jbullet: NPE when removing body with TRIANGLE_MESH shape.

I have 3 rigid bodies (all TRIANGLE_MESH shapes) that are touching, I remove one, and I get: Exception in thread "LWJGL Application" java.lang.NullPointerException at com.bulletphysics.collision.dispatch.CollisionDispatcher.freeCollisionAlgorithm(CollisionDispatcher.java:126) at com.bullet...
by Goran
Wed Dec 24, 2014 9:33 am
Forum: General Bullet Physics Support and Feedback
Topic: Substeps and performance: game logic in tick callback.
Replies: 4
Views: 8673

Re: Substeps and performance: game logic in tick callback.

lunkhound wrote:The spiral of death. Kind of a big problem with the fixed-size time steps approach.

I've used variable time steps to avoid this on past projects. You can't let the steps get too big though, or things tend to blow up.
Yea, I think I'll follow the same path.

Thanks everyone!
by Goran
Tue Dec 23, 2014 1:56 pm
Forum: General Bullet Physics Support and Feedback
Topic: Substeps and performance: game logic in tick callback.
Replies: 4
Views: 8673

Substeps and performance: game logic in tick callback.

Given a call like stepSimulation(delta, 7), where delta is 1/60f, I assume that there would be only one substep, and if I'm running my game logic in the simulation tick callback, that logic would only run once for this frame. However, if I start doing something fairly expensive in my game logic, and...