Search found 12 matches
- 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...
- 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...
- 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...
I don't believe Bullet supports collisions between kinematic and static objects at all...
- 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...
- 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...
- 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 ...
- 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.
Great work everyone.
- 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...
- Fri Dec 08, 2006 2:40 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Ogre & Bullet
- Replies: 24
- Views: 56263
- 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...
- 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...
- 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...