Thanks for all the help. Do you know if there will be a demo with ODE using Bullet Collisions in an upcoming release of Bullet? I've looked at the test_BulletODE.cpp, but it seems to have a runtime error (could not load accelerators) so it doesn't help me much.
thanks.
Search found 6 matches
- Thu Sep 27, 2007 4:25 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: ragdoll collisions
- Replies: 7
- Views: 7760
- Wed Sep 26, 2007 6:21 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: ragdoll collisions
- Replies: 7
- Views: 7760
Re: ragdoll collisions
Does anyone know of a tutorial for btBroadphaseProxy objects? I would like to see an example of how they are created and used with existing geometries, if possible.
thanks.
thanks.
- Tue Sep 25, 2007 7:00 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: ragdoll collisions
- Replies: 7
- Views: 7760
Re: ragdoll collisions
Yes, that looks good.
Thank you,
Ben
Thank you,
Ben
- Tue Sep 25, 2007 6:19 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: ragdoll collisions
- Replies: 7
- Views: 7760
Re: ragdoll collisions
Thanks for responding. however, I know about the function for the dynamics world. I'm curious if there is a way to make the adjacent bodies not collide for a ragdoll for the collision world.
- Mon Sep 24, 2007 11:59 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet on GPU
- Replies: 129
- Views: 1299879
Re: Bullet on GPU
would it be possible to have Bullet work on the physX card? just curious.
- Mon Sep 24, 2007 11:43 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: ragdoll collisions
- Replies: 7
- Views: 7760
ragdoll collisions
hello, I'm currently trying to make a ragdoll without using bullet dynamics. (I am using ode dynamics). I would like to use bullet collisions, but cannot find a way to make the forearm and upperarm (for example) not collide without using a dynamics world. I apologize if this question has been answer...