## Search found 6 matches

Thu Mar 19, 2009 3:07 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Wormhole - a simple space shooter
Replies: 0
Views: 2657

### Wormhole - a simple space shooter

Hello. I'm publishing a link to simple space shooter integrating various game middleware libraries (OGRE, Bullet, OgreBullet, IrrKlang, CEGUI, GOLD Parsing system/Astudillo c++ engine). I made it to learn about game development, and maybe it is of some use to other beginners. Source is included. Lin...
Fri Dec 14, 2007 11:14 am
Forum: General Bullet Physics Support and Feedback
Topic: Energy released by impact
Replies: 0
Views: 969

### Energy released by impact

How does one calculate it? It would be one way to measure rigid body damage incured by collisions. I guess one simplified way to do it would be just calculating collision speed and multiply it by mass, but I suppose more accurate value is already calculated during simulation. I read something about ...
Thu Dec 13, 2007 9:29 am
Forum: General Bullet Physics Support and Feedback
Topic: Force/Impulse timebase
Replies: 29
Views: 29069

### Re: Force/Impulse timebase

I tried out this beta, too. Forces now work as expected, so I no longer have to use gravity. :> Thanks. Also by inscreasing number of maximum timesteps in stepSimulation, as chunky pointed out, I think my problems with simulation being dependent on framerate, are solved. But there is one thing, I di...
Wed Dec 12, 2007 11:21 am
Forum: General Bullet Physics Support and Feedback
Topic: Force/Impulse timebase
Replies: 29
Views: 29069

### Re: Force/Impulse timebase

chunky: I also still observe acceleration/framerate dependence, even using gravity insted of force. It's far better this way, though, but I still need to investigate this. I'm also wandering, why setting gravity to, let's say (0,0,1) has absolutely no effect on rigid body, until I set it some non-ze...
Fri Nov 30, 2007 8:43 am
Forum: General Bullet Physics Support and Feedback
Topic: Force/Impulse timebase
Replies: 29
Views: 29069

### Re: Force/Impulse timebase

Thanks for a prompt reply. Setting body's gravity would do it, if I wouldn't also need to apply constant torque. :) I'm controlling player's rocket with torques and forces, and right now control sensitivity changes as framerate (and number of substeps) changes. I'll come up with something, but it's ...
Fri Nov 30, 2007 12:29 am
Forum: General Bullet Physics Support and Feedback
Topic: Force/Impulse timebase
Replies: 29
Views: 29069

### Re: Force/Impulse timebase

First, I have to say I'm newbie to physical simulation and bullet, and maybe I'm simply doing something the wrong way, but maybe I have a problem that might be related to this topic. Are RigidBody forces supposed to reset to 0 after each simulation step in bullet? And why? So, how do I keep constant...