I've found a setting that makes things a bit better:
rigidBody->setContactProcessingThreshold(0.f);
Based on:
viewtopic.php?f=9&t=3052&start=30
We can consider this question closed.
Search found 12 matches
- Mon Jan 21, 2019 1:35 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Vehicle raycast jumping on mesh's edge loops
- Replies: 1
- Views: 1971
- Fri Jan 18, 2019 1:18 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Vehicle raycast jumping on mesh's edge loops
- Replies: 1
- Views: 1971
Vehicle raycast jumping on mesh's edge loops
Hi, I'm working on a racing game and I'm using btRaycastVehicle. When the vehicle drives over an edgeloop of a road's 3d mesh, it bounces, like if the edgeloop was an some kind of obstacle. The road is totaly flat though. Could you please provide any ideas that would help with that ? Do you know if ...
- Fri Jan 18, 2019 1:10 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Vehicle Raycasting gets high rotation and movement when colliding
- Replies: 4
- Views: 3579
Re: Vehicle Raycasting gets high rotation and movement when colliding
Not sure it this will be applicable in your case, but I've had a similar problem with vehicle rolling over on sharper turns. What solved the issue in my case was setting origin of my compound shape slightly below zero. Check the last answer in this post for exact code: https://pybullet.org/Bullet/ph...
- Sat Jun 02, 2018 11:18 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btRaycastVehicle roll-over on sharper turns
- Replies: 3
- Views: 3120
Re: btRaycastVehicle roll-over on sharper turns
I ended up using btCompoundShape and setting the origin to -0.4. Works like a charm :D Thanks dr. Leviathan ! btCompoundShape* compound = new btCompoundShape(); btTransform localTrans; localTrans.setIdentity(); localTrans.setOrigin(btVector3(0,-0.4,0)); compound->addChildShape(localTrans,chassisShap...
- Thu May 31, 2018 9:34 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btRaycastVehicle roll-over on sharper turns
- Replies: 3
- Views: 3120
Re: btRaycastVehicle roll-over on sharper turns
Oh, that looks very promising. I will try it out soon. Thanks dr. Leviathan !
- Wed May 30, 2018 12:25 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btRaycastVehicle roll-over on sharper turns
- Replies: 3
- Views: 3120
btRaycastVehicle roll-over on sharper turns
Hi, I have a problem with btRaycastVehicle. Whenever there is a sharp turn left or right, my vehicle rolls over the roof and spins a few times, even when the speed is not that high. I know that it's probably more or less how the vehicle would react in a real world, but I'm working on an arcade game ...
- Sun May 27, 2018 12:38 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Debug draw shows only a wireframe
- Replies: 2
- Views: 3301
Re: Debug draw shows only a wireframe
One more thing:
Calling glDrawArrays(GL_LINES, 0, 2); inside of drawLine is probably not the best idea as it will result in a massive fps drop even for simple geometry ( one draw call per one line... ). It's probably better to call it in flushLines or some other place.
Calling glDrawArrays(GL_LINES, 0, 2); inside of drawLine is probably not the best idea as it will result in a massive fps drop even for simple geometry ( one draw call per one line... ). It's probably better to call it in flushLines or some other place.
- Sun May 27, 2018 11:35 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Debug draw shows only a wireframe
- Replies: 2
- Views: 3301
Re: Debug draw shows only a wireframe
Ok, I fixed the problem, I have the both things rendering now: Screenshot 2018-05-27 13.26.17.png Of course the problem had nothing to do with Bullet, just my poor OpenGL knowledge. In the last line of my drawLine method implementation I had a call glBindVertexArray(0); which was breaking my vertex ...
- Sat May 26, 2018 10:32 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Debug draw shows only a wireframe
- Replies: 2
- Views: 3301
Debug draw shows only a wireframe
Hello boys, I have a question regarding debug draw in Bullet with OpenGL. I implemented my own debug draw class which extends btIDebugDraw, implements drawLine method, etc., basically everything as in documentation. The problem is, that in debug mode, the only thing I see is the wireframe: Screensho...
- Wed May 23, 2018 10:52 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btRaycastVehicle change speed depending on the surface
- Replies: 3
- Views: 2998
Re: btRaycastVehicle change speed depending on the surface
Ok, I found the solution so I will post it here, maybe will be useful for someone. There is no need for any additional raycasts or anything fancy. The solution is simply setting the desired friction values for the surface's rigid body. btRigidBody* groundRigidBody = new btRigidBody(groundRigidBodyCI...
- Tue May 22, 2018 2:04 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btRaycastVehicle change speed depending on the surface
- Replies: 3
- Views: 2998
Re: btRaycastVehicle change speed depending on the surface
Thank you for response drleviathan ! Sounds like a good approach. I will try this out !
- Sun May 20, 2018 7:09 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btRaycastVehicle change speed depending on the surface
- Replies: 3
- Views: 2998
btRaycastVehicle change speed depending on the surface
Hi, I'm creating a racing game using Bullet Physics library and btRaycastVehicle. I would like to change vehicle's speed depending on the surface. For example if vehicle is moving on a concrete road the speed should be normal, but when it goes off road to grass or some other surface the speed should...