Search found 7 matches

by Nkp
Fri Nov 26, 2021 4:44 pm
Forum: General Bullet Physics Support and Feedback
Topic: About the size of triangles and objects
Replies: 5
Views: 4085

Re: About the size of triangles and objects

Thank you for your reply. I was a little relieved to know that Bullet can be used even if it is larger than 100 units. Huge dynamic objects will appear in the game, but it seems that it is okay to penetrate a little because the purpose is to directing . The biggest concern is whether the contactTest...
by Nkp
Fri Nov 26, 2021 7:41 am
Forum: General Bullet Physics Support and Feedback
Topic: About the size of triangles and objects
Replies: 5
Views: 4085

Re: About the size of triangles and objects

Sorry I'm not good at English. In my game, a triangle with a side of 10m is expressed as follows. btVector3 tri_vertex[3] = { btVector3(0,0,0), btVector3(1000,0,1000), btVector3(1000,0,0) }; I think this is calculated as a triangle with a side of 1000m in Bullet. I thought it would be a problem.
by Nkp
Fri Nov 26, 2021 12:51 am
Forum: General Bullet Physics Support and Feedback
Topic: About the size of triangles and objects
Replies: 5
Views: 4085

Re: About the size of triangles and objects

Thank you for your reply In the game, 1 unit = 0.01 meters. In other words, 100 units = 1 meter, so If match it to the game side, it will be a big collision mesh x100 larger. So it seems that it is actually necessary to size down it to 1/100. Does sending Bullet a huge 100x collision mesh without sc...
by Nkp
Thu Nov 25, 2021 12:41 pm
Forum: General Bullet Physics Support and Feedback
Topic: About the size of triangles and objects
Replies: 5
Views: 4085

About the size of triangles and objects

Hello I'm trying to use Bullet for a game under development. But there is a problem, in Bullet it is calculated as 1 unit = 1 meter, but in the game it is calculated as 1 unit = 0.01 meter. Therefore, it sends a triangle 100 times larger than the one expected on the bullet side to the bullet. The do...
by Nkp
Thu Jul 15, 2021 9:11 am
Forum: General Bullet Physics Support and Feedback
Topic: About editing the collision mesh at runtime
Replies: 4
Views: 3655

Re: About editing the collision mesh at runtime

By looking at the SDK and asking questions here, I found it difficult to show or hide parts of the btBvhTriangleMeshShape.
I will generate btBvhTriangleMeshShape etc. as many as the number of walls that can be erased and turn it on and off.

Thank you for the advice!
by Nkp
Thu Jul 15, 2021 12:05 am
Forum: General Bullet Physics Support and Feedback
Topic: About editing the collision mesh at runtime
Replies: 4
Views: 3655

Re: About editing the collision mesh at runtime

Thank you for answer. Sorry I didn't write it specifically. I'm making a game. In the game, there will be a wall that disappears (or appear )when Player press the switch. The wall appears and disappears, but doesn't transformation or rotation ,scaling. If it doesn't transform, I wondered if I could ...
by Nkp
Sun Jul 11, 2021 7:45 am
Forum: General Bullet Physics Support and Feedback
Topic: About editing the collision mesh at runtime
Replies: 4
Views: 3655

About editing the collision mesh at runtime

I want to edit to a collision mesh at runtime. By watching the tutorial of ConcavePhysicsDemo, I learned that I can move the vertices. But erase or increase the vertices was difficult. I would like to use the edited mesh as a static collision. Is there any way? At first, I thought it would be effect...