Search found 13 matches
- Mon Oct 02, 2017 3:02 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: RigidBody scaling - Godot game engine
- Replies: 2
- Views: 3840
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
- Tue Sep 19, 2017 7:00 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Softbody and sweeptest (convexSweepTest)
- Replies: 0
- Views: 2900
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:...
- Fri Sep 15, 2017 12:26 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Performance loss when ghost object overlaps a lot bodies
- Replies: 9
- Views: 7914
Re: Performance loss when ghost object overlaps a lot bodies
I've fixed this problem, check this link: https://github.com/bulletphysics/bullet ... -329767624
- 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: 7914
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?
- 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: 7914
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...
- 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: 7914
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...
- 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: 7914
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...
- 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: 7914
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...
- Tue Aug 22, 2017 1:09 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: RigidBody scaling - Godot game engine
- Replies: 2
- Views: 3840
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...
- 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: 4993
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...
- Wed Jun 21, 2017 3:05 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Has Bullet Geometry Cast / Geometry sweeps?
- Replies: 1
- Views: 2851
Re: Has Bullet Geometry Cast / Geometry sweeps?
The function that I was looking for is: convexSweepTest
- Wed Jun 21, 2017 7:29 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Has Bullet Geometry Cast / Geometry sweeps?
- Replies: 1
- Views: 2851
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...
- Wed May 24, 2017 12:31 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Physics simulation over the network
- Replies: 0
- Views: 3105
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...