Search found 17 matches
- Thu Jul 12, 2012 1:24 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Modern Tessellation Based Planet Renderer needs Collision
- Replies: 0
- Views: 3568
Modern Tessellation Based Planet Renderer needs Collision
So I wrote a basic planet shader which takes a very low poly (32 triangles) sphere and tessellates it to up to 2 million triangles of detail for the surface of the planet. This is a real time dynamic LOD all done with the tessellation processor on the GPU. That means I never store the result. As far...
- Mon Aug 01, 2011 6:32 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Scaling of simple boxes... lots of them.
- Replies: 1
- Views: 2750
Scaling of simple boxes... lots of them.
So I'm working on a project for a company with a warehouse. The goal is to create a simulation in 3d of said warehouse. I've decided that in order to accomplish what they want it would be a great idea to add in some phyics simulation. I have tinkered with bullet in the past for a game engine I'm wor...
- Tue Apr 13, 2010 7:35 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: crash on new btSequentialImpulseConstraintSolver();
- Replies: 0
- Views: 1720
crash on new btSequentialImpulseConstraintSolver();
btSequentialImpulseConstraintSolver *solver = new btSequentialImpulseConstraintSolver(); Causes *** glibc detected *** ./build/Applications/Testing/sfml_test: malloc(): memory corruption: 0x09323ab0 *** This code works on other computers. I am running Kubuntu 10.04 on both. I'm wondering if this is ...
- Tue Apr 13, 2010 7:31 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btDiscreteDynamicsWorld::addRigidBody not working?
- Replies: 1
- Views: 2897
- Tue Apr 06, 2010 6:24 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btDiscreteDynamicsWorld::addRigidBody not working?
- Replies: 1
- Views: 2897
btDiscreteDynamicsWorld::addRigidBody not working?
I'm working on integrating bullet into my game engine, and am running into some issues. I have objects loaded from xml with rigid body data. Then those objects get added into my physics system. But the problem is, those collision objects do not show up in the vector btDiscreteDynamicsWorld::getColli...
- Thu Sep 25, 2008 12:17 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Simple simulation problems.
- Replies: 0
- Views: 3823
Simple simulation problems.
I have a static height field for terrain and a sphere which is dynamic and rolls around nicely. However if I replace the ground with a static box for collision, the sphere will bounce once and then fall through. I'm using the most basic setup possible as described in this tutorial, http://www.bullet...
- Fri Sep 21, 2007 4:21 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: compound collisions shapes in blender?
- Replies: 4
- Views: 48658
Re: compound collisions shapes in blender?
Ok, I was setting everything to be compound. But is it correct to say that you have to use multiple objects. I'm guessing the parent has to be an empty object that is compound, and all child objects are the different parts of the mesh with their own collision shapes? Also, I should mention I'm expor...
- Wed Sep 19, 2007 7:57 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: compound collisions shapes in blender?
- Replies: 4
- Views: 48658
compound collisions shapes in blender?
Is there a way to define the compound collision shapes in blender, aka muliple collision shapes per objects, say if you have a hammer, I would try to define that as a cylinder for the handle and a box for the head, but I can't seem to get anything but triangle meshes or a single collision shape in b...
- Sat Mar 17, 2007 2:26 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btDiscreteDynamicsWorld::addRigidBody question
- Replies: 5
- Views: 6281
nm, I wasn't setting the gravity per object
nm, I wasn't setting the gravity per object
- Sat Mar 17, 2007 2:22 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btDiscreteDynamicsWorld::addRigidBody question
- Replies: 5
- Views: 6281
Now I'm have some problems
I finally have it not crashing by not using tri meshes, which I'm pretty sure was a problem on my end with invalid pointers. But now I'm just trying to simulate a sphere, and I've only added one rigid body and am using a discrete world, but I didn't do any setting up the collision callback functions...
- Fri Mar 16, 2007 10:24 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btDiscreteDynamicsWorld::addRigidBody question
- Replies: 5
- Views: 6281
Whoops
I suppose this implied that I was following the collada physics demo, this is not the case. I have been loading models with FCollada for a while and am looking to implement the physics, I at first was trying to load in a triangle mesh and create the btRigidBody from that. But I quickly learned that ...
- Fri Mar 16, 2007 12:55 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btDiscreteDynamicsWorld::addRigidBody question
- Replies: 5
- Views: 6281
btDiscreteDynamicsWorld::addRigidBody question
When I run btDiscreteDynamicsWorld::addRigidBody in my code I get a segmentation fault, I'm creating a rigid body from a triangle mesh loaded from a collada model just to try convex simulation, but when I try to add it to my dynamics world it seg faults, and I have no idea why. The pointer is fine. ...
- Sun Mar 11, 2007 10:31 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btRigidBody linux
- Replies: 4
- Views: 5016
hmm
I tried creating a rigid body in another file that has the same includes and it worked, so it's something to do with this specific file. Sorry to waste your time, and thanks for the support.
- Sun Mar 11, 2007 9:57 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btRigidBody linux
- Replies: 4
- Views: 5016
Should have been more specific...
I am already including
#include <bullet/btBulletDynamicsCommon.h> which it compiles fine with and I am actually using bullet, I just have not added rigid bodies to the simulation.
#include <bullet/btBulletDynamicsCommon.h> which it compiles fine with and I am actually using bullet, I just have not added rigid bodies to the simulation.
- Sun Mar 11, 2007 8:45 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btRigidBody linux
- Replies: 4
- Views: 5016
btRigidBody linux
I'm currently using the latest version of bullet physics in a project mine, or I should say, am trying to use. I have it up and simulating just fine without adding rigid bodies. I finished up some model loading code and tried to create a rigid body. I should note I'm using GNU Linux (Kubuntu Feisty)...