Search found 12 matches

by teolazza
Mon Mar 11, 2019 8:14 pm
Forum: General Bullet Physics Support and Feedback
Topic: Linear camera simulation
Replies: 2
Views: 163

Re: Linear camera simulation

I will, but I'm working on industrial computers with just a couple of CPUs: I'm using one and other programs may use the other. Multithreading should help, but I must tak as much as possible from the single CPU before.
by teolazza
Sat Mar 09, 2019 6:26 am
Forum: General Bullet Physics Support and Feedback
Topic: Linear camera simulation
Replies: 2
Views: 163

Linear camera simulation

Hi,
I have a linear camera and up to now I have simulated it creating a set of cylinders one for each pixel of the camera and one beside the other.
The camera can has 100 pixels and I must work in VMware, so up to now I wasn't able to use the GPU.
Is there a way that could allow a faster simulation?
by teolazza
Tue Jan 22, 2019 3:10 pm
Forum: General Bullet Physics Support and Feedback
Topic: Get all vertices of the intersection.
Replies: 0
Views: 159

Get all vertices of the intersection.

Hi,

is there a way to get all the vertices that come from the intersection of two boxes? I need the solid that springs from their intersection.

And is possible to have the vertices of the 2D figure that come out from the intersection of a box with a plane?

Thanks
by teolazza
Tue Jan 15, 2019 3:37 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Bullet acceleration with FPGA
Replies: 1
Views: 1644

Re: Bullet acceleration with FPGA

Simulation environments can use it. They often need as many frames per second as possible in order to accelerate the speed of the simulation, so scaling is important.
by teolazza
Tue Jan 15, 2019 3:33 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Using Bullet Collision Detection in an existing simulator
Replies: 1
Views: 914

Re: Using Bullet Collision Detection in an existing simulator

btRigidBody inherits from btCollisionShape a user pointer that you can make to point to your data. Just call
setUserPointer on your btRigidBody instance
by teolazza
Tue Jan 15, 2019 3:19 am
Forum: General Bullet Physics Support and Feedback
Topic: btbvhtrianglemeshshape on separated objects
Replies: 2
Views: 204

btbvhtrianglemeshshape on separated objects

Hi, in my world I have many flying islands that won't move. They are separated by empty space. Up to now I have been using one btBvhTriangleMeshShape for each island. Each mesh has from 30 to 80 vertices. I have about 20 islands. I need as many frames per second as possible because I am writing a si...
by teolazza
Wed Jan 09, 2019 1:04 pm
Forum: General Bullet Physics Support and Feedback
Topic: ghost object is sticky, holds onto objects too long [with video]
Replies: 2
Views: 261

Re: ghost object is sticky, holds onto objects too long [with video]

Try to clear the all manifolds related to your ghost object at each step
by teolazza
Fri Aug 25, 2017 12:36 pm
Forum: General Bullet Physics Support and Feedback
Topic: collision issue with mesh
Replies: 7
Views: 1753

Re: collision issue with mesh

mmmm my problem is still there. I must move boxes, and a capsule will be an approximation too loose. I must keep boxes.
by teolazza
Tue Aug 22, 2017 1:55 pm
Forum: General Bullet Physics Support and Feedback
Topic: collision issue with mesh
Replies: 7
Views: 1753

Re: collision issue with mesh

Sorry, I don't know: maybe the btInternalEdgeUtility could solve the problem, but not in my case. http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=4603 I can just warn you that cp.m_lateralFrictionInitialized = true has changed in cp.m_contactPointFlags |= BT_CONTACT_FLAG_LATERAL_FRICT...
by teolazza
Tue Aug 22, 2017 7:18 am
Forum: General Bullet Physics Support and Feedback
Topic: collision issue with mesh
Replies: 7
Views: 1753

Re: collision issue with mesh

Hi,

look here
http://www.bulletphysics.org/Bullet/php ... 2&start=30
In short: fix the normals and call setContactProcessingThreshold(0) on the object (I don't know if both the ground and the moving object).
by teolazza
Mon Aug 21, 2017 9:32 am
Forum: General Bullet Physics Support and Feedback
Topic: Problems with CustomMaterialcombinerCallback
Replies: 2
Views: 2326

Re: Problems with CustomMaterialcombinerCallback

Hi,

I'm exactly in your situation. How have you solved the problem?