Search found 6 matches

by immortius
Mon Oct 03, 2016 12:58 am
Forum: General Bullet Physics Support and Feedback
Topic: Voxels collision
Replies: 10
Views: 16318

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...
by immortius
Fri Oct 09, 2015 11:50 pm
Forum: General Bullet Physics Support and Feedback
Topic: btVoxelShape for grid-based world support
Replies: 4
Views: 7460

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...
by immortius
Fri Oct 09, 2015 2:47 am
Forum: General Bullet Physics Support and Feedback
Topic: btVoxelShape for grid-based world support
Replies: 4
Views: 7460

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...
by immortius
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: 3046

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...
by immortius
Fri Aug 28, 2015 12:34 am
Forum: General Bullet Physics Support and Feedback
Topic: Java port of Bullet
Replies: 125
Views: 1034487

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.
by immortius
Sun Aug 23, 2015 5:36 am
Forum: General Bullet Physics Support and Feedback
Topic: btVoxelShape for grid-based world support
Replies: 4
Views: 7460

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...