Search found 8 matches

by neodelphi
Sun Dec 23, 2018 10:09 pm
Forum: General Bullet Physics Support and Feedback
Topic: Troubles with setAngularVelocity on rigid body
Replies: 2
Views: 3432

Re: Troubles with setAngularVelocity on rigid body

Hi drleviathan, Thank you for your fast and detailed response. I'm happy to see I'm not the only one trying to perform such tricks with the angular velocity. As you mentioned this should work as expected, I investigated a bit more to find the cause of my lag. I do have lag, and this is not related t...
by neodelphi
Sat Dec 22, 2018 12:57 pm
Forum: General Bullet Physics Support and Feedback
Topic: Troubles with setAngularVelocity on rigid body
Replies: 2
Views: 3432

Troubles with setAngularVelocity on rigid body

Hi, I'm trying to implement a character controller with rigid bodies. I'm not using bullet's kinematic character controller since it does not interact properly with other rigid bodies (or I'm missing something..). I currently have a rigid body with a capsule shape, and I set angular factor to 0 to l...
by neodelphi
Sun Aug 19, 2007 7:29 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Clamping forces magnitudes
Replies: 1
Views: 3515

Hi again

Hi, it's me again...

I understood a few things since last time, so I tried to modify my Gauss-Seidel function. Now I clamp the result vector after each iteration. It's seems to work better for the example I gave above. Is it correct to proceed like this ?
by neodelphi
Sun Aug 19, 2007 2:05 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Clamping forces magnitudes
Replies: 1
Views: 3515

Clamping forces magnitudes

Hello, I'm writing a little physic engine in 2D. I handle collisions with constraints at contact points. Most of time it seems to work well, but I found one case which makes troubles ; consider two boxes : +------------------+ | | | box 2 | | | | B | +------------+----+------------+ | A | | | | box ...
by neodelphi
Tue Aug 14, 2007 7:46 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: 3D Box Collision Response
Replies: 1
Views: 5811

Hi, I think your idea is not bad, it's near the solution. You have to calculate the normal of the collision. If the collision is a vertice penetrating through a face, the normal will be the normal of the face. The response to the collision will be an impulse: k * n where k is the magnitude of the re...
by neodelphi
Mon Aug 06, 2007 12:56 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Constraint resolution (debutant)
Replies: 3
Views: 4677

Some news

I've just implemented the equations to solve the constraints, and it works perfectly. For the moment I only have a cube fixed on the background at a point (1 constraint): it is a simple pendulum. The Bias also works (no suprise) to correct the errors.

Have a nice day.
by neodelphi
Sun Aug 05, 2007 10:56 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Constraint resolution (debutant)
Replies: 3
Views: 4677

Ok

Ok !

So it is not very difficult to compute ! I'm feeling a little bit stupid :oops: - this is simple. I did some confusion but now I understand (I hope !). Thanks a lot for your help (and also your really helpfull document).

Thx :P
by neodelphi
Sun Aug 05, 2007 6:43 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Constraint resolution (debutant)
Replies: 3
Views: 4677

Constraint resolution (debutant)

Hello, I'm learning how to make a small physic engine. I read some different articles dealing with rigid body dynamics and simulation, and I recently found Erin Catto's document titled "Iterative Dynamics with Temporal Coherence". I have already done a little physic engine mainly based on ...