Hi Ola,
You can use a linear convex cast and possibly a ghost object to cull out far away objects. Please see the kinematic character controller for example code.
John
Search found 133 matches
- Wed Dec 09, 2009 3:39 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Detect collision between swept kinematic objects?
- Replies: 1
- Views: 3487
- Mon Oct 26, 2009 3:30 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btRigidBody and Heightfield fluid
- Replies: 10
- Views: 10098
Re: btRigidBody and Heightfield fluid
Hi, Buoyant objects can have any convex collision shape (not just spheres). At some point I would like to revisit this and expand on it. Performance is a major issue. Supporting non-convex shapes should be fairly easy and there was a paper at SIGGRAPH this year that talked about an algorithm for non...
- Fri Oct 23, 2009 3:36 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btRigidBody and Heightfield fluid
- Replies: 10
- Views: 10098
Re: btRigidBody and Heightfield fluid
Sorry, I meant it shouldn't.
John
John
- Tue Oct 20, 2009 3:27 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btRigidBody and Heightfield fluid
- Replies: 10
- Views: 10098
Re: btRigidBody and Heightfield fluid
Hi,
You should have a crash there.
Does the btHfFluid demo work properly for you?
John
You should have a crash there.
Does the btHfFluid demo work properly for you?
John
- Mon Oct 19, 2009 5:15 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btRigidBody and Heightfield fluid
- Replies: 10
- Views: 10098
Re: btRigidBody and Heightfield fluid
Hi,
You need to use the btHfFluidBuoantConvexShape as well as set the "floatyness".
John
You need to use the btHfFluidBuoantConvexShape as well as set the "floatyness".
John
- Fri Oct 16, 2009 4:08 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Heightfield fluid demo questions
- Replies: 2
- Views: 3579
Re: Heightfield fluid demo questions
Hi,
gridCellWidth is in meters and the width of the water surface is in gridCellWidth * numNodesWidth. The height is similar. The m_volumeDisplacementScale controls what percentage of displaced water is moved per frame. m_horizontalVelocityScale is unused.
John
gridCellWidth is in meters and the width of the water surface is in gridCellWidth * numNodesWidth. The height is similar. The m_volumeDisplacementScale controls what percentage of displaced water is moved per frame. m_horizontalVelocityScale is unused.
John
- Thu Oct 15, 2009 3:01 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Weird Code, maybe buffer overrun in btBoxBoxDetector::inte..
- Replies: 3
- Views: 5081
- Thu Oct 15, 2009 3:01 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Weird Code, maybe buffer overrun in btBoxBoxDetector::inte..
- Replies: 3
- Views: 5081
Re: Weird Code, maybe buffer overrun in btBoxBoxDetector::inte..
Hi teravus,
Just run your build under valgrind, it will immediately tell you if your assumption is right.
John
Just run your build under valgrind, it will immediately tell you if your assumption is right.
John
- Tue Mar 31, 2009 8:09 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Using MotionState with CharacterController
- Replies: 6
- Views: 8472
Re: Using MotionState with CharacterController
Hi,
btMotionState is currently only available for rigid bodies. You can always manually synchronize your graphics transformation with one obtained from the character controller.
As Sorlaize said, you can use getWorldTransform() to obtain the current transformation of the btGhostObject.
HTH,
John
btMotionState is currently only available for rigid bodies. You can always manually synchronize your graphics transformation with one obtained from the character controller.
As Sorlaize said, you can use getWorldTransform() to obtain the current transformation of the btGhostObject.
HTH,
John
- Tue Feb 10, 2009 4:01 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Placement new check bug..
- Replies: 2
- Views: 3395
Re: Placement new check bug..
Hi,
Could you post the output from the compiler?
Thanks,
John
Could you post the output from the compiler?
Thanks,
John
- Tue Jan 27, 2009 3:25 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Current SVN Cmake HtFluidDemo broke
- Replies: 6
- Views: 6875
Re: Current SVN Cmake HtFluidDemo broke
doh. Fixed in SVN.
- Mon Jan 26, 2009 9:18 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Current SVN Cmake HtFluidDemo broke
- Replies: 6
- Views: 6875
Re: Current SVN Cmake HtFluidDemo broke
FYI,
I just committed a fix for this problem. I had fixed it last week but I forgot to commit it.
Thanks,
John
I just committed a fix for this problem. I had fixed it last week but I forgot to commit it.
Thanks,
John
- Mon Jan 26, 2009 4:37 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Current SVN Cmake HtFluidDemo broke
- Replies: 6
- Views: 6875
Re: Current SVN Cmake HtFluidDemo broke
Hi,
The preferred method for submitting bug fixes to Bullet is to file an issue in the google issue tracker and attach any patches there.
Thanks,
John
The preferred method for submitting bug fixes to Bullet is to file an issue in the google issue tracker and attach any patches there.
Thanks,
John
- Thu Jan 22, 2009 3:57 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Updated CharacterDemo?
- Replies: 2
- Views: 3721
Re: Updated CharacterDemo?
Hey Tom,
Could you open an issue in the google code tracker and post your changes there? We can then discuss merging them.
We are aware of the crash and are working on it.
Thanks,
John
Could you open an issue in the google code tracker and post your changes there? We can then discuss merging them.
We are aware of the crash and are working on it.
Thanks,
John
- Mon Dec 22, 2008 6:20 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision between kinematic and static objects
- Replies: 9
- Views: 15019
Re: Collision between kinematic and static objects
Jonan, The kinematic character controller does interact with dynamic objects. Dynamic objects will bounce off the KCC and the KCC will move around dynamic objects. The KCC could be extended to say "kick" the dynamic objects instead of moving around them (like static walls.) Kinematic objec...