Search found 7 matches

by Jez Hammond
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...
by Jez Hammond
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?
by Jez Hammond
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.
by Jez Hammond
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)
by Jez Hammond
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).
by Jez Hammond
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
by Jez Hammond
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 ...