Search found 8 matches

by dans
Fri Oct 17, 2008 1:32 am
Forum: General Bullet Physics Support and Feedback
Topic: Restitution and friction per collision shape
Replies: 5
Views: 5521

Re: Restitution and friction per collision shape

Mickey, Ultimately I did it this way to avoid the check for btCompoundShape when calculating combinedRestitution/Friction. This format handles every combination compound or single shape without performing that check. This makes btRigidBody::setFriction/Restitution unnecessary. To maintain btRigidBod...
by dans
Wed Oct 15, 2008 12:38 am
Forum: General Bullet Physics Support and Feedback
Topic: Restitution and friction per collision shape
Replies: 5
Views: 5521

Restitution and friction per collision shape

Ive written code to add per shape restitution and friction, though that I would sumbit for consideration to add to the main trunk (Would save us some merging in the future ;-). I have attached the effected files along with this post (did this work with 2.71) It does change the API in that btRigidBod...
by dans
Tue Oct 30, 2007 3:50 am
Forum: Release Announcements
Topic: Bullet 2.64 RC2, new AllInOne demo + centralized mem allocs
Replies: 3
Views: 46540

Re: Bullet 2.64 RC2, new AllInOne demo + centralized mem allocs

Hi Erwin, Get a crash in btSimpleBroadphase::aabbOverlap() called from the first simulation step after removing and completely cleaning up a rigidbody. The m_nextFree and m_nextAllocated in one of the proxies are trashed. Do we need to purge something here, or is it a bug? Using Sweep and prune thin...
by dans
Sat Sep 22, 2007 10:08 am
Forum: General Bullet Physics Support and Feedback
Topic: Jitter with shapes versus triangle mesh
Replies: 6
Views: 5410

Re: Jitter with shapes versus triangle mesh

Hi Ewan, (1) Shallow penetration is not resolved with the above changes to btDefaultCollisionConfiguration the behaviour did not appear to change at all. I there something else I can try or you would like me to do?
by dans
Fri Sep 21, 2007 12:50 pm
Forum: General Bullet Physics Support and Feedback
Topic: Jitter with shapes versus triangle mesh
Replies: 6
Views: 5410

Re: Jitter with shapes versus triangle mesh

Thanks gave it a try with 2.62 and it made no difference to the jitter on world y axis. I made sure to decrease the size of the faces as you mentioned as well. I will live with it for now if its going to be investigated. Most obvious when the camera is moved in close and traces the path of the movin...
by dans
Fri Sep 21, 2007 4:02 am
Forum: General Bullet Physics Support and Feedback
Topic: Jitter with shapes versus triangle mesh
Replies: 6
Views: 5410

Re: Jitter with shapes versus triangle mesh

Hi Erwin, I have attached the source for basic demo, if you view the spheres y position as it moves across the triangle mesh you will notice the y component often fluctuates below the expected y value (terrain.y + radius) but never over the expected value. I hacked some changes into DemoApplication....
by dans
Thu Sep 20, 2007 2:35 am
Forum: General Bullet Physics Support and Feedback
Topic: Jitter with shapes versus triangle mesh
Replies: 6
Views: 5410

Jitter with shapes versus triangle mesh

Hi there, I am looking at implementing Bullet as a replacement for another physics engine we currently use in our game engine. You will probably hear more from me on the SCE forums if we decide to go ahead with it. So I have set up a simple physics scene where I have used a static triangle mesh as w...