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: 4072
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: 1816
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: 46918
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: 46918
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: 46918
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: 46918
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...