Thanks for the reply Danny.
Unfortunately the geometry in the video is one whole piece and is defined as a btBoxShape, not a mesh. Still, interesting to hear that meshes can exhibit that behaviour- I'll keep that in mind.
Search found 14 matches
- Thu Feb 09, 2017 6:04 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Fixing "Hopping" - Rolling Sphere Collision
- Replies: 4
- Views: 7042
- Thu Feb 09, 2017 11:21 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Fixing "Hopping" - Rolling Sphere Collision
- Replies: 4
- Views: 7042
Re: Fixing "Hopping" - Rolling Sphere Collision
It looks possible that the ball intersects the ground between frames and a large vertical force is added to correct this. This is my thinking too- hence trying "split impulse", but to no effect. Also your simulation rate and gravity seem very large, earth gravity is like -10.f and most ga...
- Wed Feb 08, 2017 8:45 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Fixing "Hopping" - Rolling Sphere Collision
- Replies: 4
- Views: 7042
Fixing "Hopping" - Rolling Sphere Collision
Hey guys, I'm having an issue where occasionally while rolling a ball along a surface, the ball "hops"/skips in to the air as though it's 'caught' on something invisible- even though the underlying surface is often a straight flat one. I made a GFYCAT to demonstrate the issue: https://gfyc...
- Thu Oct 06, 2016 4:23 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Two Outstanding Issues
- Replies: 7
- Views: 12489
Re: Two Outstanding Issues
The first issue looks a bit like you are loosing contact points. What collision margin do you use? You would need to scale this one as well. I think that Bullet also uses a distance threshold where it break old contact points. You would need to check that this tolerance works with your units. After...
- Wed Oct 05, 2016 2:37 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Two Outstanding Issues
- Replies: 7
- Views: 12489
Re: Two Outstanding Issues
What is the type of your level geometry (in particular, what is the geometry type for your rings)? Each ring is a btCompoundShape constructed of (warped) trapezoidal prisms. Is there a better way? The rest of the geometry is either a compound shape (for complex meshes) or simpler boxes/spheres wher...
- Tue Oct 04, 2016 3:13 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Two Outstanding Issues
- Replies: 7
- Views: 12489
Re: Two Outstanding Issues
Thanks for the suggestion Xcoder79.
I just tried it and it made no difference (other than the ball feeling more floaty, obviously).
The value of 490.5f comes from 9.81f * 50.0f; 50.0f is the dimension of one metre in my game.
I just tried it and it made no difference (other than the ball feeling more floaty, obviously).
The value of 490.5f comes from 9.81f * 50.0f; 50.0f is the dimension of one metre in my game.
- Mon Oct 03, 2016 6:10 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Two Outstanding Issues
- Replies: 7
- Views: 12489
Two Outstanding Issues
Hi all, the game I've been working on for the past 2.5 years is nearing completion; but there are two outstanding physics issues that I just can't seem to resolve, and I'd really appreciate anyone's help here in getting them fixed. I'm happy to offer a free copy of the game on Steam to you all also ...
- Mon Sep 07, 2015 9:19 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Always-Active Rigid Body Vibrating at "Rest"
- Replies: 3
- Views: 4309
Re: Always-Active Rigid Body Vibrating at "Rest"
Thanks for the insight. I'm not sure if that would be suitable, because the ball, at any point, may be collided with by independently-moving objects. In the end, I would be resorting to calling ::activate() on it every frame, before the physics tick. Furthermore it feels like a sticky plaster over t...
- Wed Sep 02, 2015 11:04 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Always-Active Rigid Body Vibrating at "Rest"
- Replies: 3
- Views: 4309
Always-Active Rigid Body Vibrating at "Rest"
Hi guys, I have a 'ball' ontop of a platform that I can tilt according to user input. Here's a screenshot: ballOnPlatform.png Anyway, the ball has its performance deactivation disabled, because it's the main game entity (e.g. setActivationState(DISABLE_DEACTIVATION); ). However I've noticed that whe...
- Fri Aug 07, 2015 9:15 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Thread Safety in the Bullet API
- Replies: 3
- Views: 4998
Re: Thread Safety in the Bullet API
Sorry to bump, but I'd really like some further insight on this one! - At the moment I'm coercing all calls through a single "master" thread just to be safe.
- Tue Jul 21, 2015 12:29 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Concave Meshes
- Replies: 1
- Views: 2221
Concave Meshes
Hello - what is the best way to represent a concave model in my world? After a little preliminary research I've noticed there are basically three options: Decomposing the shape in to multiple convex shapes and representing them using a btCompoundShape Using a btGImpactMeshShape Using a btBvhTriangle...
- Tue Jul 07, 2015 12:42 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Intransigent Bodies - Still need to be able to set velocity
- Replies: 2
- Views: 3052
Re: Intransigent Bodies - Still need to be able to set veloc
Thanks for the reply. So I need to set the velocity in order to ensure correct collision behaviour but then handle setting the world transform myself (according to that velocity). Gotcha. Thanks.
- Tue Jul 07, 2015 12:44 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Intransigent Bodies - Still need to be able to set velocity
- Replies: 2
- Views: 3052
Intransigent Bodies - Still need to be able to set velocity
Hi, I'm making a game involving a ball and some walls - the walls need to be intransigent and unaffected by gravity and each other. So at first thought I made them with zero mass and kinematic type. But it seems impossible to set velocity (linear or angular) on them. I'm not trying to add/apply forc...
- Fri Jun 26, 2015 5:02 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Thread Safety in the Bullet API
- Replies: 3
- Views: 4998
Thread Safety in the Bullet API
Hi guys - I couldn't find information on this anywhere: How thread-safe is the bullet API? As an example, could I create a btCollisionShape on one thread, update its local scaling on a second, and then add it to a btDyamicsWorld on a third, before say, removing it from a fourth? (Free threading) Or ...