Search found 4 matches
- Fri Aug 14, 2020 5:40 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Doubt about Flags, Filters & Masks
- Replies: 0
- Views: 15566
Doubt about Flags, Filters & Masks
Hello Experts ! Could you please help me understand the difference / relationship between these 4 flags/filters/masks? ContactCallbackFlag ContactCallbackFilter CollisionFilterGroup CollisionFilterMask I am using CollisionFilterMask to ignore rayTest results from a few objects, but during developmen...
- Mon Jun 29, 2020 2:26 am
- Forum: General Bullet Physics Support and Feedback
- Topic: [SOLVED] Dynamic Character Controller doubt
- Replies: 4
- Views: 4531
Re: Dynamic Character Controller doubt
Thanks, makes complete sense. Your solution works perfectly and I am using it to handle all rotations, even when on a flat ground surface, since there is no need to use the other one (setAngularVelocity) in my case. In the end what I have now is that for forward/backward/jump movement, I am applying...
- Sat Jun 27, 2020 11:20 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [SOLVED] Dynamic Character Controller doubt
- Replies: 4
- Views: 4531
Re: Dynamic Character Controller doubt
So if I understood how your solution works, it gets the object's transform (the current position), then apply the desired rotation, then move the object back to the original transform, therefore nullifying any unwanted translations that would have been caused by the physics simulation? Quick doubt, ...
- Sat Jun 27, 2020 8:14 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [SOLVED] Dynamic Character Controller doubt
- Replies: 4
- Views: 4531
[SOLVED] Dynamic Character Controller doubt
Hello, I am trying to use a dynamic (non-kinematic) character controller for my game, using the capsule shape as the collision shape. It is working great, except for one case that I am not able to find a good solution so far. When standing a tiny bit over an edge, the contact point between the groun...