Search found 12 matches

by detox
Sat May 24, 2008 12:57 am
Forum: General Bullet Physics Support and Feedback
Topic: Collision and ballistics
Replies: 5
Views: 4569

Re: Collision and ballistics

rather than doing concave-concave collisions you could check out the convex decomposition demo to see how to create a convex approximation of your dynamic concave shape and do concave-convex collisions between your dynamic object and static collision terrain. It's a little simpler and possibly faste...
by detox
Tue May 13, 2008 7:01 pm
Forum: General Bullet Physics Support and Feedback
Topic: detecting collision between kinematic and static objects
Replies: 5
Views: 4700

Re: detecting collision between kinematic and static objects

you might try looking at this post, I think it might be a good starting point http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=9&t=2046 There is also a demo named ContinuousConvexCollision which might have something useful for you. I'm not sure, I haven't looked at it too closely. It s...
by detox
Mon May 12, 2008 8:25 pm
Forum: General Bullet Physics Support and Feedback
Topic: detecting collision between kinematic and static objects
Replies: 5
Views: 4700

Re: detecting collision between kinematic and static objects

Maybe you could do ray casts or convex sweeps to detect collisions manually?

I don't believe Bullet supports collisions between kinematic and static objects at all...
by detox
Fri May 02, 2008 3:10 am
Forum: General Bullet Physics Support and Feedback
Topic: having issues with two objects "sticking together"
Replies: 4
Views: 5519

Re: having issues with two objects "sticking together"

That was very helpful. I will try implementing your method of moving the character with whatever it's standing on in my character controller. It sounds much simpler than what I am doing currently. I will try using impulses too instead of directly setting velocities. Did you modify the Bullet timer s...
by detox
Thu May 01, 2008 2:23 pm
Forum: General Bullet Physics Support and Feedback
Topic: having issues with two objects "sticking together"
Replies: 4
Views: 5519

having issues with two objects "sticking together"

Hi, I have a simple character controller which uses a full dynamics body and a sphere collision shape. I set velocities using setLinearVelocity() to move it around based on user input. I also have a jump function which uses applyCentralImpulse(). It's very similar to the Bullet character control dem...
by detox
Wed Apr 16, 2008 8:18 pm
Forum: General Bullet Physics Support and Feedback
Topic: Deactivation
Replies: 4
Views: 4573

Re: Deactivation

Nothing jumps out at me. I see you set gravity to 100, and you are using 1.0 for most (all?) of your masses. Maybe try 10 or so for your gravity setting? (9.81...) How do the sizes of the boxes compare to the sizes of the objects they are resting on? How often/fast are you stepping the Bullet world ...
by detox
Wed Apr 16, 2008 8:04 pm
Forum: Release Announcements
Topic: Bullet 2.68 Physics SDK released:Soft Bodies, Cloth, iPhone!
Replies: 2
Views: 49043

Re: Bullet 2.68 Physics SDK released:Soft Bodies, Cloth, iPhone!

absolutely amazing stuff!

Great work everyone.
by detox
Sun Apr 06, 2008 3:17 pm
Forum: General Bullet Physics Support and Feedback
Topic: Callbacks every internal tick?
Replies: 5
Views: 6136

Re: Callbacks every internal tick?

Hi, I have been thinking about something similar too. Currently I use timers in my main loop to fix my render framerate at 50Hz. I update all my per-frame material and gfx effects, update the bullet world, and then render a frame. Character control and input capturing is on another timer, a little s...
by detox
Fri Dec 08, 2006 2:40 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Ogre & Bullet
Replies: 24
Views: 56263

Then check that with "echo_plugin" source snailrose posted above. We really have to find a way to make that things working, since prototyping/editing/scening/tweaking with blender and then using it in Ogre seems a great Idea. Thanks! I missed that link the first time through. I agree, pro...
by detox
Fri Dec 08, 2006 3:55 am
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Ogre & Bullet
Replies: 24
Views: 56263

http://home.woh.rr.com/abyss/bulletogre_src.zip I too have been working on a Bullet + Ogre combination. I have something reasonable working with static meshes, boxes, and spheres. Convex decomposition is in the works and turning out pretty well - based around the demo distributed with Bullet. The b...
by detox
Thu Nov 23, 2006 11:48 pm
Forum: General Bullet Physics Support and Feedback
Topic: very simple Bullet library integration question
Replies: 2
Views: 5463

Yes that helped, thank you. I now have Bullet up and running in Ogre3D. Thankfully it appears that Ogre and Bullet use the same conventions for quaternions. btQuanternion.getW() works fine with Ogre anyway. I'll probably modify it later to just copy the matrix elements over, but for now it works wel...
by detox
Wed Nov 22, 2006 7:03 pm
Forum: General Bullet Physics Support and Feedback
Topic: very simple Bullet library integration question
Replies: 2
Views: 5463

very simple Bullet library integration question

Hi, I have a very simple question about integrating Bullet into my software. I have inhereted the btMotionState class and added my necessary data. My question is, what is the best way to translate Bullet's position and orientation data into my graphics sub-system? I noticed that the btTransform clas...