Search found 13 matches

by B1TZ3R0
Mon Oct 02, 2017 3:02 pm
Forum: General Bullet Physics Support and Feedback
Topic: RigidBody scaling - Godot game engine
Replies: 2
Views: 1674

Re: RigidBody scaling - Godot game engine

It's possible to set local scaling by using the right method, it's not possible set scaling and / or shearing in the transformation matrix
by B1TZ3R0
Tue Sep 19, 2017 7:00 pm
Forum: General Bullet Physics Support and Feedback
Topic: Softbody and sweeptest (convexSweepTest)
Replies: 0
Views: 1008

Softbody and sweeptest (convexSweepTest)

I need to perform a sweep test (using a sphere shape) against a softbody to get a particular Node index in the shape. I did it but I've noticed that my function works only for rigidbody and doesn't work for softbody. During the debugging phase I discovered that code in btCollisionWorld.cpp line 607:...
by B1TZ3R0
Fri Sep 08, 2017 1:51 am
Forum: General Bullet Physics Support and Feedback
Topic: Performance loss when ghost object overlaps a lot bodies
Replies: 9
Views: 3132

Re: Performance loss when ghost object overlaps a lot bodies

The problem is that I'm implementing a wrapper for a game engine and the use of Ghost can't be restricted. So can you help me to understand how to fix it and send a PR to Bullet?
by B1TZ3R0
Wed Sep 06, 2017 7:22 am
Forum: General Bullet Physics Support and Feedback
Topic: Performance loss when ghost object overlaps a lot bodies
Replies: 9
Views: 3132

Re: Performance loss when ghost object overlaps a lot bodies

In the scene the ghost object is used to track the players that overlap it, when the player come inside the ghost, the Godot audio engine change the propagation effect. As you can see the ghost could be very big depending on the effect that the artist want to create, and could overlap the entire map...
by B1TZ3R0
Tue Sep 05, 2017 4:53 pm
Forum: General Bullet Physics Support and Feedback
Topic: Performance loss when ghost object overlaps a lot bodies
Replies: 9
Views: 3132

Re: Performance loss when ghost object overlaps a lot bodies

This is very good idea! As you written I've inserted the CProfileManager::dumpAll(); that occur each 10sec. I did two test, and I've registered the first tick of each test. The first test I did I've used the broad phase check that avoid collisions between Ghost to Static body, and the result is this...
by B1TZ3R0
Sun Sep 03, 2017 6:36 pm
Forum: General Bullet Physics Support and Feedback
Topic: Performance loss when ghost object overlaps a lot bodies
Replies: 9
Views: 3132

Re: Performance loss when ghost object overlaps a lot bodies

First of all thanks you for your response! I've fixed the link in the main post, if you need to check the code. However "setForceUpdateAllAabbs" doens't work, It improve the performance a bit but nothing relevant. I've the impression that the ghost force the creation of pair and the narrow phase is ...
by B1TZ3R0
Fri Sep 01, 2017 10:10 am
Forum: General Bullet Physics Support and Feedback
Topic: Performance loss when ghost object overlaps a lot bodies
Replies: 9
Views: 3132

Performance loss when ghost object overlaps a lot bodies

I'm implementing the wrapper of bullet physics engine to Godot engine: https://github.com/godotengine/godot/pull/10013 and I've noticed that if I create a ghost object that overlap a lot of rigid bodies, it starts to lag. In the test project that I've created for this test, the static rigid bodies c...
by B1TZ3R0
Tue Aug 22, 2017 1:09 pm
Forum: General Bullet Physics Support and Feedback
Topic: RigidBody scaling - Godot game engine
Replies: 2
Views: 1674

RigidBody scaling - Godot game engine

I'm implementing a wrapper of Bullet Physics engine to Godot game engine, here the PR https://github.com/godotengine/godot/pull/10013. It's almost done, I just need fix some problems. One of these is that I need set the scaling of a RigidBody. I know that I can use setLocalScaling on the shape but I...
by B1TZ3R0
Sun Jun 25, 2017 5:54 pm
Forum: General Bullet Physics Support and Feedback
Topic: Problem during linking of Bullet to UE4
Replies: 0
Views: 2432

Problem during linking of Bullet to UE4

I'm trying to import the Bullet physics engine static library into Unreal Engine 4 that use its own (UBT) Unreal Build Tool to generate project file. To build Bullet's static libraries files I've used CMake, and as specified by UE4 doc I've to build it using /MD because UBT will generate a .dll file...
by B1TZ3R0
Wed Jun 21, 2017 3:05 pm
Forum: General Bullet Physics Support and Feedback
Topic: Has Bullet Geometry Cast / Geometry sweeps?
Replies: 1
Views: 1471

Re: Has Bullet Geometry Cast / Geometry sweeps?

The function that I was looking for is: convexSweepTest
by B1TZ3R0
Wed Jun 21, 2017 7:29 am
Forum: General Bullet Physics Support and Feedback
Topic: Has Bullet Geometry Cast / Geometry sweeps?
Replies: 1
Views: 1471

Has Bullet Geometry Cast / Geometry sweeps?

Hi, I'm new with Bullet Physics Engine, and I'm trying discovering the features that this library offer. One thing that I didn't yet found is the geometry swep, to be more clear: http://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/guide/Manual/GeometryQueries.html#sweeps So I want to kno...
by B1TZ3R0
Wed May 24, 2017 12:31 pm
Forum: General Bullet Physics Support and Feedback
Topic: Physics simulation over the network
Replies: 0
Views: 1221

Physics simulation over the network

Hi, I'm curious about how RocketLeague has implemented its perfect replication of physics movement on the network. I readed about this physics engine that is deterministic, but I think that only this can't be sufficent to allow a smooth movement over the network without errors and scats. In fact sen...