Search found 6 matches

by GeanGean
Mon Mar 27, 2023 5:10 am
Forum: General Bullet Physics Support and Feedback
Topic: Getting and setting angular velocity in body space?
Replies: 7
Views: 244

Re: Getting and setting angular velocity in body space?

Before I take an in-depth look, it appears your link 404's for me. Maybe you tried to link to a private google drive? As to the direction of the angular velocity: We're talking about a changing yaw of the motorcycle as it drives in a circle, NOT the roll of the bike which provides the angle theta, u...
by GeanGean
Sun Mar 26, 2023 7:09 pm
Forum: General Bullet Physics Support and Feedback
Topic: Getting and setting angular velocity in body space?
Replies: 7
Views: 244

Re: Getting and setting angular velocity in body space?

Wouldn't the cross of dorsal and up be very close to 0 if the vehicle is standing upright? If it, as dxdf, is the denominator in the calculation for turn_rate wouldn't turn_rate be INF when the vehicle is standing upright? I'd think it should be near 0 then? Also my question from the previous post s...
by GeanGean
Sat Mar 25, 2023 6:35 pm
Forum: General Bullet Physics Support and Feedback
Topic: Getting and setting angular velocity in body space?
Replies: 7
Views: 244

Re: Getting and setting angular velocity in body space?

Thanks for taking the time to write such an involved reply. Unfortunately I can't quite seem to get it to work. Here's my attempt: btRigidBody *car = common.brickCars[a]->body; btTransform worldTransform = car->getWorldTransform(); worldTransform.setOrigin(btVector3(0,0,0)); btVector3 up = btVector3...
by GeanGean
Sat Mar 18, 2023 5:37 pm
Forum: General Bullet Physics Support and Feedback
Topic: Getting and setting angular velocity in body space?
Replies: 7
Views: 244

Getting and setting angular velocity in body space?

I'm trying to create a motorcycle, the standard gyroscopic effect doesn't seem to be enough to keep it from tipping over. I've been trying to find a way to basically apply a rotation around the long axis of the bike inversely proportionate to how far tilted the bike is on that axis. I thought this w...
by GeanGean
Sun Feb 05, 2023 9:19 pm
Forum: General Bullet Physics Support and Feedback
Topic: No performance difference between static and kinematic bodies?
Replies: 3
Views: 320

Re: No performance difference between static and kinematic bodies?

First off, I did find a magic line that did increase performance by a ton: world->setForceUpdateAllAabbs(false); That said, I'm still on the quest to handle ever more objects. If you want to increase performance you should try consolidating multiple static objects together to get a smaller number of...
by GeanGean
Sun Feb 05, 2023 12:35 am
Forum: General Bullet Physics Support and Feedback
Topic: No performance difference between static and kinematic bodies?
Replies: 3
Views: 320

No performance difference between static and kinematic bodies?

So I'm trying to get a simulation going where even though I have minimal moving objects, I may have a very large amount of totally static things to collide with. Really the greater the number the better, 10000s at least, ideally hundreds of thousands. But none of them need to do anything except mayb...