Search found 146 matches

by chunky
Tue Mar 03, 2009 4:40 am
Forum: General Bullet Physics Support and Feedback
Topic: Ogre3D and Bullet...but not OgreBullet
Replies: 2
Views: 5527

Re: Ogre3D and Bullet...but not OgreBullet

http://www.bulletphysics.com/mediawiki- ... tionStates

Motionstates are the central item between bullet and your rendering system. I wrote that wiki page, basing it on my own code I'm using with ogre3d :-)

Gary (-;
by chunky
Thu Dec 18, 2008 6:41 pm
Forum: General Bullet Physics Support and Feedback
Topic: use bullet in 2D
Replies: 14
Views: 8531

Re: use bullet in 2D

Well, FWIW I wrote that code snippet for constraining bullet to 2d, and it's working for me. I do note that you're using set{Linear,Angular}{Upper,Lower} limit, and that's not what I actually use. The code snippet I put on the wiki uses 6dof->setLimit, perhaps you could try that?

Gary (-;
by chunky
Wed Dec 17, 2008 6:10 pm
Forum: General Bullet Physics Support and Feedback
Topic: use bullet in 2D
Replies: 14
Views: 8531

Re: use bullet in 2D

Code: Select all

m_constrict->setLinearLowerLimit(btVector3(-2000,-2000,0.00001));
m_constrict->setLinearUpperLimit(btVector3(2000,2000,0));
Your lower limit on the Z axis is higher than the upper limit on that axis, which effectively disables limits on that axis at all

Gary (-;
by chunky
Mon Dec 01, 2008 9:21 pm
Forum: General Bullet Physics Support and Feedback
Topic: How to determine current substep inside internal callback?
Replies: 4
Views: 1935

Re: How to determine current substep inside internal callback?

If I don't do that, the sfx will be triggered multiple times. I noticed that in my test project as well: the generated impulses seem to survive all substeps. So if one object collides with impulse 100, the next substep, that same object still reports an impulse of 100, causing multiple sfx to be tr...
by chunky
Mon Nov 24, 2008 7:36 pm
Forum: General Bullet Physics Support and Feedback
Topic: Constraint angular and linear velocity
Replies: 4
Views: 2135

Re: Constraint angular and linear velocity

it always return return me a different quat...:/ It's worth noting that that doesn't necessarily mean the rotation is different, IIRC. You might want to convert it to euler angles and see what you've got. I replace body->setAngularFactor(0) by a 6DConstraint setting limit on all rotation axis. Perh...
by chunky
Mon Nov 03, 2008 6:35 pm
Forum: General Bullet Physics Support and Feedback
Topic: getting Bullet running, even as simple as hello world
Replies: 8
Views: 3422

Re: getting Bullet running, even as simple as hello world

Mh. Sounds like perhaps the includes aren't being found - are the errors near the top indicative of that? If that's the case, right click on the Bullet target in the targets list, and click "Get Info". Go down to "Header Search Paths", and add the Bullet source dir to it. This dir is relative to the...
by chunky
Mon Nov 03, 2008 4:43 pm
Forum: General Bullet Physics Support and Feedback
Topic: Getting proper rotations from a rigid body for directx 10
Replies: 15
Views: 11275

Re: Getting proper rotations from a rigid body for directx 10

When you create the body, are you correctly setting the localinertia? It's one of the things you put into the btRigidBodyConstructionInfo

Gary (-;
by chunky
Thu Oct 30, 2008 1:37 am
Forum: General Bullet Physics Support and Feedback
Topic: getting Bullet running, even as simple as hello world
Replies: 8
Views: 3422

Re: getting Bullet running, even as simple as hello world

Im just wondering what magic it is that cmake provides that allows for not only the libraries to compile, but then the demos afterwards and to make it look so effortless Of course, on non-OSX systems, I use CMake. Same setup as I use for XCode [obviously], with bullet as a subdir of my main project...
by chunky
Thu Oct 30, 2008 1:27 am
Forum: General Bullet Physics Support and Feedback
Topic: getting Bullet running, even as simple as hello world
Replies: 8
Views: 3422

Re: getting Bullet running, even as simple as hello world

Assuming you're actually going to be building a new xcode project for your new Hello World application rather than use one provided by Bullet, here's what I do in my projects [keep in mind that this may read really long, but it's a thirty second task when you actually do it]: First, copy Bullet's sr...
by chunky
Tue Oct 28, 2008 5:14 am
Forum: General Bullet Physics Support and Feedback
Topic: Bullet wiki or documentation repo?
Replies: 67
Views: 33045

Re: Bullet wiki or documentation repo?

http://www.bulletphysics.com/mediawiki- ... y_of_Terms

After spark bought it up in this thread, I added a Glossary of Terms for simple stuff. It's mostly what came off the top of my head in the last half an hour, so likely it needs a bunch of corrections...

Gary (-;
by chunky
Tue Oct 28, 2008 4:37 am
Forum: General Bullet Physics Support and Feedback
Topic: Getting proper rotations from a rigid body for directx 10
Replies: 15
Views: 11275

Re: Getting proper rotations from a rigid body for directx 10

D3DXMATRIX is 4x4. a btMatrix3x3 isn't going to map onto it neatly. I suggest looking for how to take a D3DXVECTOR3 and a D3DXQUATERNION onto a D3DXMATRIX. In fact, what would be even better would be if you could apply the vector3 and a quaternion directly to your object [eg, d3dobject->setRotation(...
by chunky
Mon Oct 27, 2008 7:56 pm
Forum: General Bullet Physics Support and Feedback
Topic: Getting proper rotations from a rigid body for directx 10
Replies: 15
Views: 11275

Re: Getting proper rotations from a rigid body for directx 10

I don't have experience directly with DirectX, but I can point you in the right direction. Firstly, use a motionstate to get the positions. It's just a better way to do it. Documentation is on the wiki here: http://www.bulletphysics.com/mediawiki-1.5.8/index.php?title=MotionStates If you look at tha...
by chunky
Sun Oct 26, 2008 7:13 pm
Forum: General Bullet Physics Support and Feedback
Topic: Explosions, implosions and attractors
Replies: 18
Views: 12291

Re: Explosions, implosions and attractors

This Ghost object is very interesting to me, we plan on having "zones" in our game where, for example, it would be impossible to fire a weapon, or where your weapons would be recharged while you're sitting within it. I'm envisaging an implementation where the first time that a spaceship enters one o...
by chunky
Fri Oct 17, 2008 10:28 pm
Forum: General Bullet Physics Support and Feedback
Topic: Request: Highest warning level and warning is error
Replies: 9
Views: 6352

Re: Request: Highest warning level and warning is error

I'm pretty familiar with valgrind, I'll gladly help out. I'm not particularly experienced with writing unit tests, but I have access to varying machines of varying architectures, with valgrind on them. Just as an aside, I think pretty useful would be if the unittests occupied a whole top-level direc...