Search found 33 matches
- Sat Aug 24, 2019 11:59 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Can't figure out how btRaycastVehicle works.
- Replies: 5
- Views: 6831
Re: Can't figure out how btRaycastVehicle works.
I don't think anyone can help you until we see the debugdraw
- Fri Aug 23, 2019 2:37 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Can't figure out how btRaycastVehicle works.
- Replies: 5
- Views: 6831
Re: Can't figure out how btRaycastVehicle works.
I pulled this out of my old "OpenGL Playground" code the project doesn't compile anymore so I can't test it, but this used to work for me // The vehicle btScalar chassisMass(1000.0f); btVector3 chassisInertia(0.0f, 0.0f, 0.0f); btCollisionShape* chassisShape = borderBuggy_Chasis_Split->mes...
- Tue Apr 16, 2019 1:23 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Model Scaling
- Replies: 11
- Views: 19460
Re: Model Scaling
Thanks for the tip DrLeviathan, I just tried that, unfortunately it made no difference https://i.imgur.com/F1rgv5Y.png I also tried one of Lunkhound's fixes to flip the normals when an object starts falling through the ground: https://i.imgur.com/7EqWKtI.png The problem that I see is that a simple s...
- Fri Apr 12, 2019 8:57 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Model Scaling
- Replies: 11
- Views: 19460
Re: Model Scaling
Thanks for the advice for the longest time I've been having problems with small items falling through the ground. When dumping lots of small boxes on the ground, about 50% fall through. If I crank the step up from 1/60 to 1/120, about half as many fall through, so it's better, but this really isn't ...
- Fri Apr 12, 2019 2:49 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Strange Behaviour in Release Only
- Replies: 6
- Views: 11512
Re: Strange Behaviour in Release Only
I also found that by upgrading Visual Studio from 2017 to 2019, I realized that I had some unitialized variables as well - VS2017 was somehow setting them to 0 even in release mode, but VS2019 does not
I wonder if it was a compiler/linker setting
weird
I wonder if it was a compiler/linker setting
weird
- Fri Apr 12, 2019 2:47 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Model Scaling
- Replies: 11
- Views: 19460
Re: Model Scaling
thanks for the updated links, I was just looking for that thing as well question - will I also have to update my debug drawer to scale all points/lines down by a factor of 10 (or whatever I scale everything by) ? also how will this work with OpenGL picking by using raycasting from the screen/camera ...
- Mon Dec 17, 2018 3:49 am
- Forum: General Bullet Physics Support and Feedback
- Topic: ghost object is sticky, holds onto objects too long [with video]
- Replies: 2
- Views: 4744
ghost object is sticky, holds onto objects too long [with video]
Hi, I was hoping someone could help me figure out why my btPairCachingGhostObject "holds" onto a pair until it's well outside its range I tried cleaning the proxy after each time it's moved, but that didn't seem to help also I normally set forceUpdateAABB to false when I create the physics...
- Tue Dec 11, 2018 3:08 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Odd slowdown with 1k+ FPS
- Replies: 3
- Views: 5366
Re: Odd slowdown with 1k+ FPS
the way I would approach this is to first bring your framerate down to the range of 30fps - 240fps , so that you can see what it looks like in real world scenarios (because 1k fps behavior is meaningless) also I believe if you're using setLinearVelocity , you need a per-tick callback to keep setting...
- Tue Dec 11, 2018 2:56 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Poor performance when ghost object overlaps many btBoxShapes [with video]
- Replies: 5
- Views: 8414
Re: Poor performance when ghost object overlaps many btBoxShapes [with video]
would it be more efficient for me to switch to using a btGhostObject instead of a btPairCachingGhostObject?
I don't care *where* the collisions happen, I only need to know if the buildings are inside the spherical attack range of the drones
I don't care *where* the collisions happen, I only need to know if the buildings are inside the spherical attack range of the drones
- Thu Nov 15, 2018 4:18 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Spatial query of the world
- Replies: 4
- Views: 5466
Re: Spatial query of the world
would this be a better method of AI Units in an RTS game detecting nearby enemies than having each unit carry around its own btPairCachingGhostObject ?
- Thu Nov 15, 2018 4:16 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Poor performance when ghost object overlaps many btBoxShapes [with video]
- Replies: 5
- Views: 8414
Re: Poor performance when ghost object overlaps many btBoxShapes [with video]
Hey Erwin, thanks for commenting!
To be honest, I'm not sure how or where I would use that code, would I need to override a default Bullet class in order to do that?
I currently don't have any callbacks set up, and just do a normal stepSimulation every frame - where would I put that code?
To be honest, I'm not sure how or where I would use that code, would I need to override a default Bullet class in order to do that?
I currently don't have any callbacks set up, and just do a normal stepSimulation every frame - where would I put that code?
- Mon Nov 12, 2018 11:53 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Poor performance when ghost object overlaps many btBoxShapes [with video]
- Replies: 5
- Views: 8414
Re: Poor performance when ghost object overlaps many btBoxShapes [with video]
HI DrLeviathan, I was hoping you would show up! regarding (2) - I believe I have the collision groups and filters all sorted out, and I'm pretty sure it was you that helped me with that several months ago :) Indeed every drone is actually interested in every box, because each box is a wall segment. ...
- Sun Nov 11, 2018 12:36 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Odd slowdown with 1k+ FPS
- Replies: 3
- Views: 5366
Re: Odd slowdown with 1k+ FPS
how are you getting the current location of your rigid bodies to update the 3D position of your meshes? this is what I'm using that works for me: myRigidBody->getMotionState()->getWorldTransform(tempTransform); this may also apply - see last post (mine) https://pybullet.org/Bullet/phpBB3/viewtopic.p...
- Sun Nov 11, 2018 12:04 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Poor performance when ghost object overlaps many btBoxShapes [with video]
- Replies: 5
- Views: 8414
Poor performance when ghost object overlaps many btBoxShapes [with video]
Hi, In my game, every unit (in this video, drones) has its own rigid body shape (in this case, tiny spheres) to control its own motion, and they also all have a large btPairCachingGhostObject to act as a "detection range" - to detect nearby enemies to target This works perfectly in most si...
- Sun Aug 19, 2018 9:19 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How to create a homing missile?
- Replies: 7
- Views: 14877
Re: How to create a homing missile?
is that sometimes the missile is almost properly aligned but still gets an impulse to fully align, but instead of aligning it overshoots. After that, the impulse gets bigger so it overshoots even more in the other direction sounds like you could solve this by using a simple PID controller, there ar...