Search found 12 matches

by stefanejro
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: 1952

Re: Vehicle raycast jumping on mesh's edge loops

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.
by stefanejro
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: 1952

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 ...
by stefanejro
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: 3540

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...
by stefanejro
Sat Jun 02, 2018 11:18 am
Forum: General Bullet Physics Support and Feedback
Topic: btRaycastVehicle roll-over on sharper turns
Replies: 3
Views: 3078

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...
by stefanejro
Thu May 31, 2018 9:34 am
Forum: General Bullet Physics Support and Feedback
Topic: btRaycastVehicle roll-over on sharper turns
Replies: 3
Views: 3078

Re: btRaycastVehicle roll-over on sharper turns

Oh, that looks very promising. I will try it out soon. Thanks dr. Leviathan !
by stefanejro
Wed May 30, 2018 12:25 pm
Forum: General Bullet Physics Support and Feedback
Topic: btRaycastVehicle roll-over on sharper turns
Replies: 3
Views: 3078

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 ...
by stefanejro
Sun May 27, 2018 12:38 pm
Forum: General Bullet Physics Support and Feedback
Topic: Debug draw shows only a wireframe
Replies: 2
Views: 3275

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.
by stefanejro
Sun May 27, 2018 11:35 am
Forum: General Bullet Physics Support and Feedback
Topic: Debug draw shows only a wireframe
Replies: 2
Views: 3275

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 ...
by stefanejro
Sat May 26, 2018 10:32 pm
Forum: General Bullet Physics Support and Feedback
Topic: Debug draw shows only a wireframe
Replies: 2
Views: 3275

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...
by stefanejro
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: 2973

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...
by stefanejro
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: 2973

Re: btRaycastVehicle change speed depending on the surface

Thank you for response drleviathan ! Sounds like a good approach. I will try this out !
by stefanejro
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: 2973

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...