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.
Search found 16 matches
- Mon Jan 11, 2010 5:30 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How to build LIB files ?
- Replies: 2
- Views: 2817
- 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.
- 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...
- 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...
- 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); ....
- 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...
- 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...
- 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 ...
- Wed Jan 30, 2008 11:48 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Bullet Irrlicht demo
- Replies: 7
- Views: 20717
- 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...
- Sun Jul 22, 2007 7:46 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Constraint bug with 2.54
- Replies: 6
- Views: 8485
- 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...
- Wed Jul 04, 2007 5:02 am
- Forum: General Bullet Physics Support and Feedback
- Topic: selective raycasting
- Replies: 1
- Views: 3104
- Sun Jun 10, 2007 6:53 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: irrlamb
- Replies: 0
- Views: 4710
- 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...