Search found 8 matches

by Apollo
Fri Mar 15, 2019 1:49 pm
Forum: General Bullet Physics Support and Feedback
Topic: Strange Behaviour in Release Only
Replies: 4
Views: 115

Re: Strange Behaviour in Release Only

In preparing a small sample that demonstrates the issue, I managed to identify that the problem was related to the motionState. When creating the sample, I temporarily used a btDefaultMotionState instead, and when I ran the program using it the collider was identical to in release. I can't understan...
by Apollo
Fri Mar 15, 2019 7:38 am
Forum: General Bullet Physics Support and Feedback
Topic: Strange Behaviour in Release Only
Replies: 4
Views: 115

Re: Strange Behaviour in Release Only

steven wrote:
Fri Mar 15, 2019 1:23 am
Could you provide a simple test then i can work with you?
Yes that should be fine, I'll start working on a simple scene to upload as soon as possible. Thanks!
by Apollo
Thu Mar 14, 2019 9:38 pm
Forum: General Bullet Physics Support and Feedback
Topic: Strange Behaviour in Release Only
Replies: 4
Views: 115

Strange Behaviour in Release Only

Hi, When I run my game in Debug in Visual Studio, all of the physics work perfectly. When I run it in Release, however, the collision shapes are completely wrong and therefore physics doesn't work as intended. There are no errors however when running in release so I'm unsure as to how to debug what'...
by Apollo
Mon Feb 13, 2017 12:18 pm
Forum: General Bullet Physics Support and Feedback
Topic: Framerate Independence Issue
Replies: 4
Views: 1492

Re: Framerate Independence Issue

This might provide a good place to start. Its got a good amount of info on getting your applicaiton to be framerate independent (something Skyrim can't boast about!) http://www.bulletphysics.org/mediawiki-1.5.8/index.php?title=Canonical_Game_Loop This worked really well, thank you to everyone for t...
by Apollo
Fri Feb 03, 2017 3:20 pm
Forum: General Bullet Physics Support and Feedback
Topic: Framerate Independence Issue
Replies: 4
Views: 1492

Framerate Independence Issue

Hi, We are trying to make our game framerate independent, but are currently having issues with it. We tried reading previous threads on the subject but haven't managed to solve it. We've tried using a fixed timestep as well as a variable timestep, with neither working. We're currently testing on two...
by Apollo
Wed Jan 18, 2017 1:21 pm
Forum: General Bullet Physics Support and Feedback
Topic: btConvexHullShape questions
Replies: 3
Views: 1322

Re: btConvexHullShape questions

The point of a convex hull is to roughly approximate a mesh. If you are looking for more precise mesh collisions then I would consider using btGImpactMeshShape if your model is concave, or you could also use the HACD algorithm in bullet to generate a more accurate representation of your 3D model. I...
by Apollo
Tue Jan 17, 2017 2:43 pm
Forum: General Bullet Physics Support and Feedback
Topic: btConvexHullShape questions
Replies: 3
Views: 1322

btConvexHullShape questions

When an object with a convex hull shape is collided with, it seemingly behaves in the same way as a box would, such as sliding on the floor. Is there any way with a convex hull, or with another type of mesh shape to have the collider react as the actual shape would?

Thanks in advance
by Apollo
Wed Dec 21, 2016 1:28 pm
Forum: General Bullet Physics Support and Feedback
Topic: Capsule reaching 90 edge problem
Replies: 1
Views: 981

Capsule reaching 90 edge problem

When a capsule is moving along a surface using SetLinearVelocity, when it reaches a surface at 90 degrees to it, the capsule moves over the surface as expected. If the capsule is moving fast enough however, once it moves over the surface it is launched into the air. While this is expected, is there ...