Search found 3 matches
- Tue Nov 22, 2022 10:15 am
- Forum: General Bullet Physics Support and Feedback
- Topic: [SOLVED] Collisions not working as intended when setting position/rotation manually
- Replies: 2
- Views: 2491
Re: Collisions not working as intended when setting position/rotation manually
Thanks to Kjell from ZGameEditor forum, this pesky problem is now solved. The problem was coming from the ITERATE_MANIFOLDS_FOR_OBJECT macro in the c++ wrapper. Collisions are now perfect in Omeganaut and I can start messing with rotating objects and physics. Maybe I'll make a Pinball game too using...
- Fri Oct 14, 2022 1:26 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [SOLVED] Collisions not working as intended when setting position/rotation manually
- Replies: 2
- Views: 2491
Re: Collisions not working as intended when setting position/rotation manually
Here's the small executable example to illustrate my problem:
- Move the ball around with the mouse
- Click to switch from simple body shape to compound shape
- Fri Oct 14, 2022 5:17 am
- Forum: General Bullet Physics Support and Feedback
- Topic: [SOLVED] Collisions not working as intended when setting position/rotation manually
- Replies: 2
- Views: 2491
[SOLVED] Collisions not working as intended when setting position/rotation manually
Hello everyone. I'm working on a game called Omeganaut , and I decided to use Bullet for collisions because it will involve physics in the future. The engine is ZGameEditor with a wrapper for Bullet Physics Library . Until now, everything was fine. The player could fly and collide with buildings and...