Search found 7 matches
- Fri Mar 17, 2017 12:45 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Strategies for Dealing with Large, Complex Terrain
- Replies: 16
- Views: 36626
Re: Strategies for Dealing with Large, Complex Terrain
Your screenshots look like 'zig-zag' to me. I used 'diamond' but I think zig-zag offers better coverage for less vertices (at least for graphics LODs, not really sure regarding physics quality), plus is better suited to very steep terrain, though I haven't tested behaviour except for (actual?) diamo...
- Tue Mar 14, 2017 10:47 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Strategies for Dealing with Large, Complex Terrain
- Replies: 16
- Views: 36626
Re: Strategies for Dealing with Large, Complex Terrain
Might be worth considering heightfield patches for this. There are options for diamond subdivision and zigzag subdivision, though they appear to be named transposed?
- Tue Mar 14, 2017 10:41 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Terrain
- Replies: 1
- Views: 3027
Re: Terrain
Hi
I've seen this happen with spheres and heightfields when the btDbvtBroadphase is used. Instead, try a btAxisSweep3 for your overlapping pair cache. Now even extremely low density spheres collide perfectly even with dense dynamic stuff also on a heightfield.
I've seen this happen with spheres and heightfields when the btDbvtBroadphase is used. Instead, try a btAxisSweep3 for your overlapping pair cache. Now even extremely low density spheres collide perfectly even with dense dynamic stuff also on a heightfield.
- Mon Nov 14, 2016 10:41 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Handling constraint "softness".
- Replies: 10
- Views: 17378
Re: Handling constraint "softness".
Try (for example) the btNNCGConstraintSolver, it solidly solves all sorts of contraptions.
*though I'm recently trying to get 'rolling friction' to work again, but iirc something was conflicting with the above solver :/ (settling for no rolling friction here)
*though I'm recently trying to get 'rolling friction' to work again, but iirc something was conflicting with the above solver :/ (settling for no rolling friction here)
- Tue Jun 07, 2016 2:19 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Sphere restitution 1 causes bouncing height to vary strongly
- Replies: 3
- Views: 3758
Re: Sphere restitution 1 causes bouncing height to vary stro
Perhaps try with a skin of 0.0 on both rigids.
Failing that I think perpetual bouncing is such a rare case that it might be ok to very slightly throttle a force on contact started/ended (for example).
Failing that I think perpetual bouncing is such a rare case that it might be ok to very slightly throttle a force on contact started/ended (for example).
- Sat May 28, 2016 2:39 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Why is there no onCollision callback for collision shapes?
- Replies: 2
- Views: 8272
Re: Why is there no onCollision callback for collision shape
The forum's search doesn't always help even when we know what to look for!
This will get you started http://bulletphysics.org/Bullet/phpBB3/ ... f=9&t=7739
This will get you started http://bulletphysics.org/Bullet/phpBB3/ ... f=9&t=7739
- Sun May 15, 2016 1:08 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Getting compound shape`s child shape on a ray cast.
- Replies: 4
- Views: 7471
Re: Getting compound shape`s child shape on a ray cast.
Nvm, figured it using this: http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=11061&p=37118&hilit=compound+ray#p37118 I subclassed btCollisionWorld::ClosestRayResultCallback and put a field to store an in that is the index of what I hit. Hi, there's a rare case nullptr bug ...