Search found 141 matches
- Wed Nov 04, 2009 7:07 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision callbacks questions
- Replies: 28
- Views: 55205
Re: Collision callbacks questions
Such callbacks might not even be available, especially when the collision detection happens on SPU (PlayStation 3) or GPU (upcoming OpenCL version of Bullet 3.x). Not to take this thread too far off topic, but is that to say that the function won't get called, or simply that the function won't be a...
- Wed Nov 04, 2009 4:18 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision callbacks questions
- Replies: 28
- Views: 55205
Re: Collision callbacks questions
It seems to me that overriding the broad/nearphase functions would result in lots of false positives. Did you perhaps mean registering a ContactAddedCallback? That will get fired for every collision (as you mentioned) but not for every potential collision, as would be the case with the broad/nearpha...
- Tue Nov 03, 2009 6:00 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: How to access Wii and Xbox360
- Replies: 2
- Views: 5543
Re: How to access Wii and Xbox360
As far as I know, there is no Wii/360 version, as there is a PS3 version. Integration with the Wii is exceedingly simple, and I'd be surprised if it's any more difficult to get it running on the 360.
- Alex
- Alex
- Tue Sep 15, 2009 1:53 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: BVH question
- Replies: 6
- Views: 6737
Re: BVH question
I talked with the guy experiencing this problem about the makeup of the scene and it turns out he was manually holding several boxes in positions where they were penetrating the wall mesh, thus the slowdown and resulting fix when the wall was enlarged. Sorry for the misdirection, but thanks for the ...
- Sat Sep 05, 2009 2:09 am
- Forum: General Bullet Physics Support and Feedback
- Topic: BVH question
- Replies: 6
- Views: 6737
Re: BVH question
I didn't profile it at the time, as we ended up removing most of the unnecessary triangles (and there were quite a few :) ) from the mesh to save the framerate as quickly as possible. My guess is that they were about 10 meters away. Well outside the AABB of the wall, and the objects themselves were ...
- Fri Sep 04, 2009 10:11 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: BVH question
- Replies: 6
- Views: 6737
Re: BVH question
sparkprime,
The slowdown was as soon as other objects were added to the scene, not just when collisions happened.
The slowdown was as soon as other objects were added to the scene, not just when collisions happened.
- Fri Sep 04, 2009 4:37 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: BVH question
- Replies: 6
- Views: 6737
BVH question
Hello, I'm not sure if this is a BVH question in general or something specific to Bullets use of them, but here goes. We have a wall with some holes in it and we're using a btBvhTriangleMeshShape to represent it. It's about 9x18x4 (all meters), so it isn't all that large. We added some more detail t...
- Thu Jul 30, 2009 1:46 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Locking a dynamic object in place.
- Replies: 10
- Views: 8600
Re: Locking a dynamic object in place.
What's worked for me in the past is removing the body before changing anything, then adding it afterwards.
- Alex
Code: Select all
_pSimulationWorld->removeRigidBody(obj->GetBody());
obj->GetBody()->setMassProps(0, btVector3(0,0,0));
_pSimulationWorld->addRigidBody(obj->GetBody());
- Tue Jul 28, 2009 3:03 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Correct way to move objects around in game
- Replies: 7
- Views: 10171
Re: Correct way to move objects around in game
Will this still produce an event so I can use a callback or trigger to do what I am looking for? Static -> static collision is ruled out by the broadphase collision filter I believe. I'm not positive about all of the reprecussions of this, but you could probably explicitly set the collision filters...
- Thu Jul 16, 2009 7:59 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: RigidBody settings for golf ball style bouncing
- Replies: 6
- Views: 8396
Re: RigidBody settings for golf ball style bouncing
You could override the contact manifold collision normal by writing your own ContactAddedCallback and setting gContactAddedCallback to point to it. There's an example of this in the Multimaterial demo (and several others, but I can't remember which offhand so search for "gContactAddedCallback&q...
- Thu Jul 02, 2009 3:02 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Building the bullet libraries with codewarrior for Wii
- Replies: 2
- Views: 3133
Re: Building the bullet libraries with codewarrior for Wii
Building Bullet for the Wii has been very simple in my experience. I haven't used any automatic project generation, but you'll need to make slight changes to the library (mostly around the timers/profiling if I remember correctly) so it probably won't be a 100% hands off experience anyway. I just ma...
- Wed May 20, 2009 9:36 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: KinimaticController can push RigidBody into static Object
- Replies: 1
- Views: 3540
Re: KinimaticController can push RigidBody into static Object
While the behavior you're seeing might not be desired, it's not technically wrong. A Kinematic object is a type of static object, and it will not get pushed around by any dynamic objects, so the dynamic boxes in your scene will respond no matter how far into the wall. We used a sphere for our charac...
- Thu Mar 19, 2009 7:34 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet logo?
- Replies: 5
- Views: 5521
Re: Bullet logo?
Can't you just convert the pdf to whatever resolution you want? It's vector so there should be no quality concerns.
- Alex
- Alex
- Mon Mar 16, 2009 2:47 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Callback & btMotionState performance [Known Issue]
- Replies: 6
- Views: 6189
Re: Callback & btMotionState
As I understand it, there is currently no callback for when objects have moved since the last frame. btMotionState::setWorldTransform() is currently called fairly often (once per frame per body per simulation substep, plus once more per frame per body after all simulation has been done). Note that t...
- Tue Mar 10, 2009 3:30 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Converting shapes, also - New User / Beginner forum?
- Replies: 9
- Views: 6531
Re: Converting shapes, also - New User / Beginner forum?
Going back to the OP for a moment, my understanding is that convex hulls are created by way of a point cloud. I'm not sure, but my guess is that it just creates a convex shape out of the outermost points in the cloud, but I could be wrong on that point. I don't believe there's a simple prefab way to...