Search found 3 matches

by Txori
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: 542

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. Oh, and I made my first fork in GitHub: ...
by Txori
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: 542

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
by Txori
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: 542

[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...