Search found 10 matches

by kossio
Wed Nov 08, 2017 8:53 pm
Forum: General Bullet Physics Support and Feedback
Topic: Is my object scale too small?
Replies: 2
Views: 3984

Re: Is my object scale too small?

Thanks again for the help! I do not have that small objects. This jitters and non-smooth movement is something that appears rarely, randomly (as far as I can tell), and for small period of time. Otherwise I do 3 substeps per frame assuming 60 FPS. I kind of feel like this is enough but I really have...
by kossio
Wed Nov 08, 2017 8:56 am
Forum: General Bullet Physics Support and Feedback
Topic: Box shape scale dynamically
Replies: 2
Views: 3077

Re: Box shape scale dynamically

yo, probably your body gets deactivated.

I guess if you call body->setActivationState(DISABLE_DEACTIVATION) everything should start to work as expected?
by kossio
Tue Nov 07, 2017 7:54 pm
Forum: General Bullet Physics Support and Feedback
Topic: Is my object scale too small?
Replies: 2
Views: 3984

Is my object scale too small?

Hi everyone ^_^ I'm experiencing some jittering and unsmooth movement, which as far as I can tell nobody else experiences. While trying to suspect something, I suspect that my world scale is too small. I use all defaults for all settings. I mentally use ~meters with my character height 1.f, almost a...
by kossio
Mon Oct 30, 2017 9:02 pm
Forum: General Bullet Physics Support and Feedback
Topic: Moving platforms, static/kinematic object velocity
Replies: 6
Views: 6815

Re: Moving platforms, static/kinematic object velocity

Thanks a lot for the suggestions I'll give them a try! Meanwhile I've played a bit. Instead of adding velocity to the kinematic object, I track all objects that are touching it, and forcefully update their transform via setWorldTransform(). At 1st glance this works at 85%. This currently happens aft...
by kossio
Mon Oct 30, 2017 8:02 pm
Forum: General Bullet Physics Support and Feedback
Topic: Moving platforms, static/kinematic object velocity
Replies: 6
Views: 6815

Re: Moving platforms, static/kinematic object velocity

The velocity seems file (it is pretty straight forward). I guess this gif will express what I mean. When the platform goes all the way up and stops, the box continues to go upwards. I guess the box gained momentum during the elevation. Oh and one next thing. The platform goes down faster than the gr...
by kossio
Sun Oct 29, 2017 5:09 pm
Forum: General Bullet Physics Support and Feedback
Topic: Moving platforms, static/kinematic object velocity
Replies: 6
Views: 6815

Re: Moving platforms, static/kinematic object velocity

Thanks, setting the linear velocity really works!
the problem I've got now is that the kinematic object now accelerates the rigid bodies, but I want it to just move them for this step() call only?
by kossio
Sat Oct 28, 2017 1:27 pm
Forum: General Bullet Physics Support and Feedback
Topic: Moving platforms, static/kinematic object velocity
Replies: 6
Views: 6815

Moving platforms, static/kinematic object velocity

Hey all, I'm trying to make a moving platforms in my game. I want them to be able to: - follow a path with constant speed, - move the objects that are placed on top of it. Currently my moving platforms are implemented as a kinematic object that gets it's position updated via setWorldTrasnform(). In ...
by kossio
Sat Sep 23, 2017 9:45 am
Forum: General Bullet Physics Support and Feedback
Topic: "polite" rigid body that doesn't affect others
Replies: 4
Views: 3634

Re: "polite" rigid body that doesn't affect others

Thanks for the suggestion, I'll give it a try!
by kossio
Sat Sep 16, 2017 8:13 pm
Forum: General Bullet Physics Support and Feedback
Topic: "polite" rigid body that doesn't affect others
Replies: 4
Views: 3634

Re: "polite" rigid body that doesn't affect others

Thanks a lot for the help! I've implemented an action, it isn't perfect and I'm not sure how well it will works with different Steps per Frame, but here is the code if someone gets here trying do achieve the same thing. I'm still open to suggestions if there are any other solutions. struct PickedObj...
by kossio
Fri Sep 15, 2017 9:46 pm
Forum: General Bullet Physics Support and Feedback
Topic: "polite" rigid body that doesn't affect others
Replies: 4
Views: 3634

"polite" rigid body that doesn't affect others

Hello all ^_^ I'm trying to implement object picking like in Half-Life. the player presses a button and grabs the object so it can be carried around. I currently do this by btPoint2PointConstraint constraint. It works fine so far, but the problem I have is that the "grabbed" body, cases to...