Search found 6 matches
- Mon Oct 03, 2016 12:58 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Voxels collision
- Replies: 10
- Views: 16562
Re: Voxels collision
http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=10769 This was my approach to solving the issue of voxel collisions. It relies on the assumption that a voxel object is a 3D grid, each cell of which can contain a collision shape. It uses the grid to determine which cells are involved in a coll...
- Fri Oct 09, 2015 11:50 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btVoxelShape for grid-based world support
- Replies: 4
- Views: 7643
Re: btVoxelShape for grid-based world support
Some further thoughts: There's not scale in a btTransform, so localScaling would probably be the place to hook in the units. On further thought, there are likely some performance issues with voxel<->voxel shape collisions. The voxel collision algorithm works by determining the subregion of the voxel...
- Fri Oct 09, 2015 2:47 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btVoxelShape for grid-based world support
- Replies: 4
- Views: 7643
Re: btVoxelShape for grid-based world support
What I would like to have is a btVoxelShape that has different units. The ground 1.0 is fine, but I'd like to have a (for example) 1.3 and a 0.25 type of movable voxel body. How much work to extend to support independant voxel bodies colliding with a fixed voxel terrain? The main change would be in...
- Wed Sep 16, 2015 10:13 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Physics In an Infinate Chunk Based World
- Replies: 1
- Views: 3108
Re: Physics In an Infinate Chunk Based World
Doesn't directly address your problem, but you may find this useful: btVoxelShape for grid-based world support . On infinite worlds... I guess I've always felt it isn't an issue worth trying to solve. Does the player derive gameplay benefit from existing in an infinite world over merely a very large...
- Fri Aug 28, 2015 12:34 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Java port of Bullet
- Replies: 125
- Views: 1188816
Re: Java port of Bullet
elect, have you considered a native wrapper rather than a port (like gdxBullet)? Obviously pros and cons with either approach, but I worry about ports not being maintained, like what happened with jBullet.
- Sun Aug 23, 2015 5:36 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btVoxelShape for grid-based world support
- Replies: 4
- Views: 7643
btVoxelShape for grid-based world support
I have put together a branch of Bullet with support for a btVoxelShape - an infinite, 3D grid, where each cell can contain a collision shape with different settings (friction, restitution, rolling friction, user pointer). Its collision and ray/sweep algorithms take advantage of the grid structure to...