Search found 16 matches

by Jacky_J
Mon Jan 11, 2010 5:30 pm
Forum: General Bullet Physics Support and Feedback
Topic: How to build LIB files ?
Replies: 2
Views: 2817

Re: How to build LIB files ?

They're inside bullet-2.75/msvc/8 for visual studio 2008 or /71 for 2005

libbulletcollision.vcproj
libbulletdynamics.vcproj
libbulletmath.vcproj

that wksbullet.sln file also builds those projects along with the samples.
by Jacky_J
Mon Dec 28, 2009 10:21 pm
Forum: General Bullet Physics Support and Feedback
Topic: Using rigid bodies without collision
Replies: 1
Views: 2028

Re: Using rigid bodies without collision

You should be able to get away with adding just a btCollisionObject, though i haven't really tried it. For trigger zones in my game, i just use a rigidbody with CF_NO_CONTACT_RESPONSE and CF_STATIC_OBJECT flags set.
by Jacky_J
Tue Apr 21, 2009 5:33 pm
Forum: General Bullet Physics Support and Feedback
Topic: Jerky movement
Replies: 12
Views: 8822

Re: Jerky movement

Okay, so the problem is no longer with the accumulator, but with waking objects up. You shouldn't need to wrap your accumulator around your remove code. You may have to do something where you activate all your objects if you remove an object. Do you have your own list of objects? pseudocode: void Re...
by Jacky_J
Sun Apr 19, 2009 10:57 pm
Forum: General Bullet Physics Support and Feedback
Topic: Jerky movement
Replies: 12
Views: 8822

Re: Jerky movement

You're suffering from a problem called temporal aliasing. Even though you're using getWorldTransform, which supports interpolation, you're passing in a fixed time step so bullet doesn't interpolate (because it doesn't need to). If you pass in FrameTime to stepSimulation, the problem will go away. Of...
by Jacky_J
Thu Jan 15, 2009 8:18 pm
Forum: General Bullet Physics Support and Feedback
Topic: use bullet in 2D
Replies: 14
Views: 20285

Re: use bullet in 2D

have you tried a simple cube/sphere? seems like there was some tricks i had to do to get it work, but here's my relevant code: dfCollisionShape *ZeroShape = NULL; ZeroBody = new dfRigidBody(0.0f, NULL, ZeroShape); dfTransform Rotation; Rotation.setIdentity(); ZeroBody->setWorldTransform(Rotation); ....
by Jacky_J
Mon Nov 03, 2008 11:37 pm
Forum: General Bullet Physics Support and Feedback
Topic: raycast redundancy
Replies: 1
Views: 7000

raycast redundancy

isn't it a little redundant to pass the start and end vector twice when you need to raycast the world? i.e. btCollisionWorld::ClosestRayResultCallback Result(Start, End); PhysicsWorld->getCollisionWorld()->rayTest(Start, End, Result); I think rayTest() should only have one parameter, ClosestRayResul...
by Jacky_J
Wed Oct 08, 2008 4:52 pm
Forum: General Bullet Physics Support and Feedback
Topic: skateboard physics
Replies: 2
Views: 4421

Re: skateboard physics

Cool demos! I think that the webskategirl is more of a hoverboard simulation rather than a classical skateboard simulation. It seems like it has trouble going up the ramps though, since it's using a ray spring. I think that if you used a sphere to model the board, it could roll up the ramps smoothly...
by Jacky_J
Tue Oct 07, 2008 7:37 pm
Forum: General Bullet Physics Support and Feedback
Topic: skateboard physics
Replies: 2
Views: 4421

skateboard physics

I'm trying to create a skateboarding game with bullet physics. It seems like there are two ways to go about it: 1. Use the vehicle raycaster. 2. Use a regular shape (box or sphere) and constrain its movement to a vertical plane. I'm trying the second approach, since it seems like the vehicle method ...
by Jacky_J
Wed Jan 30, 2008 11:48 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Bullet Irrlicht demo
Replies: 7
Views: 20717

Re: Bullet Irrlicht demo

Better, simpler, more up to date demo here:

http://irrlicht.sourceforge.net/phpBB2/ ... 2b72302850
by Jacky_J
Sun Jul 22, 2007 10:53 pm
Forum: General Bullet Physics Support and Feedback
Topic: Constraint bug with 2.54
Replies: 6
Views: 8485

Well for some reason my callstack gets corrupted. The IDE gives me the error: Windows has triggered a breakpoint in irrlamb.exe. This may be due to a corruption of the heap, and indicates a bug in irrlamb.exe or any of the DLLs it has loaded. The output window may have more diagnostic information An...
by Jacky_J
Sun Jul 22, 2007 7:46 pm
Forum: General Bullet Physics Support and Feedback
Topic: Constraint bug with 2.54
Replies: 6
Views: 8485

Hey Proctoid.

You're right, i meant to say delete constraints before rigid bodies. (hint: don't post after poker night and drinking)

So i guess the proper way is to delete constraints first. It's weird that it was working (by working i mean not crashing) up until 2.54.

Thanks
by Jacky_J
Sun Jul 22, 2007 7:34 am
Forum: General Bullet Physics Support and Feedback
Topic: Constraint bug with 2.54
Replies: 6
Views: 8485

Constraint bug with 2.54

With the new 2.54, i'm experiencing a new bug when deleting constraints after rigid bodies. Basically: i'm getting a crash inside VS2005 when i delete a constraint after a rigid body. However, i can't reproduce the crash inside a test crash, or outside debugging inside VS2005. Not very convincing is...
by Jacky_J
Wed Jul 04, 2007 5:02 am
Forum: General Bullet Physics Support and Feedback
Topic: selective raycasting
Replies: 1
Views: 3104

cool thanks for adding this to 2.54 Erwin
by Jacky_J
Fri Jun 01, 2007 6:29 am
Forum: General Bullet Physics Support and Feedback
Topic: selective raycasting
Replies: 1
Views: 3104

selective raycasting

In my game, i need to raycast only on certain objects. Since there was no easy way to do this, i decided to add a collisiongroupmask to the rayTest function. void rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback, short int collisionFil...