Search found 6 matches

by mhx
Thu Jan 22, 2009 7:28 pm
Forum: General Bullet Physics Support and Feedback
Topic: ConeTwist Constraint: issues and improvements
Replies: 3
Views: 4390

Re: ConeTwist Constraint: issues and improvements

Nice to see that someone got around to improve on my old constraint, I quit the gaming industry before I hade the chance to do so. Anyways, Before I quit was planning to implement a swing-twist decomposition for the conetwist constraint but in a slightly different manner to what you are describing. ...
by mhx
Tue Jul 08, 2008 4:39 pm
Forum: Career Opportunities
Topic: Physics Programmer at Starbreeze Studios
Replies: 0
Views: 7112

Physics Programmer at Starbreeze Studios

Physics Programmer. Job summary: Starbreeze is looking for an experienced programmer with extensive knowledge in physics simulation using 3rd party sdk:s. You will join a team of programmers and develop the Starbreeze engine for the next generation of consoles. The job is available immediately and w...
by mhx
Sat Mar 08, 2008 11:03 am
Forum: General Bullet Physics Support and Feedback
Topic: How to make a correct limbo-hinge? ( door-wall example )
Replies: 16
Views: 14490

Re: How to make a correct limbo-hinge? ( door-wall example )

Dragonlord, Since this is an open-source project you are more than welcome to contribute. These are obviously missing features/bugs and your points are very valid. I assume you already noticed that 90.0f*PI doesn't make any sense for the joint limits. Either one adds a constructor which takes the B-...
by mhx
Wed Jul 18, 2007 8:29 am
Forum: General Bullet Physics Support and Feedback
Topic: help with constraint debugging
Replies: 5
Views: 6700

Hey Binofet, My guess is that there still are bugs in the code, I'll try to fix them once I've investigated more. Anyways, some return questions: Are you initializing the Hinge Constraint by feeding it a proper frame (btTransform) for each body? The constructor which takes axii as input should mainl...
by mhx
Thu Jul 05, 2007 8:02 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Network physics
Replies: 2
Views: 6332

Network physics

Can anyone here direct me to sources of information on network physics? So far I've come up empty handed and this is indeed a very challenging problem. One setup is to have a central server to handle all simulation, but what if one wants to have multiple clients simulating a local set of rb:s and th...
by mhx
Sat May 19, 2007 3:07 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Integrating angular velocities
Replies: 8
Views: 13994

Maybe it's already been implied in the thread, but there is also the closed form integration technique for quaternions. See for instance htttp://graphics.stanford.edu/~rachellw/files/articulated.pdf. Page 4, eq 1.

Don't remember the exat source of it, think it might be NASA?