Search found 46 matches

by Brian Beuken
Mon Dec 26, 2022 6:41 pm
Forum: General Bullet Physics Support and Feedback
Topic: What are the units of force and mass and velocity?
Replies: 2
Views: 19360

What are the units of force and mass and velocity?

Small question that is probably obvious but I can't see a clear answer in the forums. Im trying to work out what the basic unit of mass is, I have read 1kg = 1 unit.. Which would be fine... but then what is the unit of force, newtons or pounds? And velocity, metres per sec, km? I can't quite seem to...
by Brian Beuken
Sat Sep 24, 2022 1:22 pm
Forum: General Bullet Physics Support and Feedback
Topic: Compiling for ARM/Raspberry Pi
Replies: 4
Views: 26100

Re: Compiling for ARM/Raspberry Pi

Though I still would like a clear explinaton of how to build and use older versions of Bullet (2.87 for example) on the Pi I have in fact discovered that my current version 3.06 is not actually to blame for my errors, it was just me linking a recent update cycle with the appearence of the bug and fi...
by Brian Beuken
Sat Sep 24, 2022 12:29 pm
Forum: General Bullet Physics Support and Feedback
Topic: Error Overflow in AABB, object removed from simulation
Replies: 3
Views: 5422

Re: Error Overflow in AABB, object removed from simulation

ok I think I tracked it down, the error is not actually a valid report, it may have little or nothing to do with AABBs, but it happened when I tried to apply a faulty force calculation in a boids movment system. the Cohesion factor returned NaN which then got passed on to the physics as a force to a...
by Brian Beuken
Sat Sep 24, 2022 12:18 pm
Forum: General Bullet Physics Support and Feedback
Topic: Error Overflow in AABB, object removed from simulation
Replies: 3
Views: 5422

Re: Error Overflow in AABB, object removed from simulation

some years later...

I am also getting this message our of the blue, not at all sure what the issue is though, I am going to try to track it down.
by Brian Beuken
Sat Sep 24, 2022 12:15 am
Forum: General Bullet Physics Support and Feedback
Topic: Compiling for ARM/Raspberry Pi
Replies: 4
Views: 26100

Re: Compiling for ARM/Raspberry Pi

I've read RockHu's response several times but can't quite make sense of it. Im also trying to get an older version of Bullet compiling on the Pi, since the new bullseye version 3.06 is giving me some odd issues, I've downloaded 2.87 but failing to build it despite following (I think) the instruction...
by Brian Beuken
Mon Feb 28, 2022 1:46 pm
Forum: General Bullet Physics Support and Feedback
Topic: Rotation around the forward axis
Replies: 4
Views: 5461

Re: Rotation around the forward axis

slerping is fine when it comes to the actiual transition of the point we are heading to where we want to head I can easily put a target point the left/right/up/down of the ship and the slerp will take it there controlled but the Delta time and rate of movment. Its just the roll that escapes me.. How...
by Brian Beuken
Mon Feb 28, 2022 8:58 am
Forum: General Bullet Physics Support and Feedback
Topic: Rotation around the forward axis
Replies: 4
Views: 5461

Re: Rotation around the forward axis

its a bit messy at the moment, since it isn't working I'm just trying things out, also I have to switch to GLM to do some of the maths then back to bullet which isn't nice. // now lets change orientation? // can't do this in bullet // tp is a target position to move left or right around the y glm::q...
by Brian Beuken
Sun Feb 27, 2022 10:28 pm
Forum: General Bullet Physics Support and Feedback
Topic: Rotation around the forward axis
Replies: 4
Views: 5461

Rotation around the forward axis

arrgh I hate maths, and clearly I need to love it but.,. I thought this might be a common issue, but a search on here found only issues relating to rotation around a y or z axis, not an arbitary forward axis. Help, Im stuck on someting in my space game again, getting my ships flying around from poin...
by Brian Beuken
Mon Dec 27, 2021 4:24 pm
Forum: General Bullet Physics Support and Feedback
Topic: Determining damage from impacts?
Replies: 2
Views: 4882

Re: Determining damage from impacts?

yeah that makes sense.... was hoping there be some kind of internal impact value, but ok, I think I can work it out based on the velocity and inertia values...

I'll see how it goes...thanks
by Brian Beuken
Mon Dec 27, 2021 2:36 pm
Forum: General Bullet Physics Support and Feedback
Topic: Determining damage from impacts?
Replies: 2
Views: 4882

Determining damage from impacts?

Hi all, sorry if this has been asked before, I had a look through the forum but can't find anything. I have my 3D space game up and running pretty well, collisions for projectiles/rockets/ etc all going well. And I can comfortably detect when objects hit each other and allow them to bounce off while...
by Brian Beuken
Mon Aug 30, 2021 11:20 pm
Forum: General Bullet Physics Support and Feedback
Topic: Testing a specific RB?
Replies: 7
Views: 6706

Re: Testing a specific RB?

Thanks that sounds plausable, I'll see what I can do.

Appreciate the help
by Brian Beuken
Sat Aug 28, 2021 7:20 pm
Forum: General Bullet Physics Support and Feedback
Topic: Testing a specific RB?
Replies: 7
Views: 6706

Re: Testing a specific RB?

But.... I do have a question that is still relevent to this. Once I have the RB's group and mask set, is there a way to change it in game? For example to exclude a particular object from the ray cast? I'm thinking that when I have an object selected already, and another object is projected quite clo...
by Brian Beuken
Sat Aug 28, 2021 6:08 pm
Forum: General Bullet Physics Support and Feedback
Topic: Testing a specific RB?
Replies: 7
Views: 6706

Re: Testing a specific RB?

edit sorry
my mistake i was doing it right I made a small edit that stopped it working, fine now...
by Brian Beuken
Thu Aug 19, 2021 10:44 pm
Forum: General Bullet Physics Support and Feedback
Topic: Formation flying....
Replies: 4
Views: 4199

Re: Formation flying....

Well there's a couple of things I can do.. for a start the rig needs to pay much more attention to the speed of the objects in the slots... if a turn creates a displacement at the extremes thats too far for the ship to catch, it needs to slow down.... that might work Also the rig should use the inne...