Search found 12 matches
- Sun Feb 08, 2009 8:22 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: CMake versus jam in bullet 2.73
- Replies: 5
- Views: 11100
Re: CMake versus jam in bullet 2.73
I wanted to come back and report that all is working well now that my own project's build process builds bullet. Thanks!
- Thu Jan 29, 2009 4:19 am
- Forum: General Bullet Physics Support and Feedback
- Topic: CMake versus jam in bullet 2.73
- Replies: 5
- Views: 11100
Re: CMake versus jam in bullet 2.73
I recommend to simply include Bullet inside your own project, and choose which build system you use yourself (make, jam, CMake etc). The way I currently distribute bullet is as a tar.gz file inside my project's release, and then the user is expected to untar bullet, run jam or cmake or make inside ...
- Sun Jan 25, 2009 6:58 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: CMake versus jam in bullet 2.73
- Replies: 5
- Views: 11100
CMake versus jam in bullet 2.73
Using jam, the output libraries I'm interested in are called libbulletcollision.a and libbulletmath.a. Using cmake, the output libraries are called libBulletCollision.a and libLinearMath.a. Why are these different? This makes it difficult for me to use bullet in my project, because I need to add com...
- Thu May 01, 2008 6:16 am
- Forum: General Bullet Physics Support and Feedback
- Topic: How does bullet integrate non-collision forces?
- Replies: 1
- Views: 2419
How does bullet integrate non-collision forces?
Right now I use bullet for its collision detection only. I'm considering using bullet for dynamics simulation, but I have some questions. It seems like bullet's dynamics simulation is geared toward collision response, and it's up to the user to apply any other forces, which bullet sums with the coll...
- Sun Dec 09, 2007 12:01 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Low-level test for a box and trimesh collision
- Replies: 2
- Views: 2898
Re: Low-level test for a box and trimesh collision
I ended up going the latter route and it works fine. The only wrinkle is that I had to manually remove (release) all of the manifolds once I was done with them.
- Sat Dec 08, 2007 6:07 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Low-level test for a box and trimesh collision
- Replies: 2
- Views: 2898
Low-level test for a box and trimesh collision
I'd like to use some of bullet's lower level collision detection functions to collide a box shape (btBoxShape) with a trimesh shape (btBvhTriangleMeshShape). In the demo called "CollisionDemo", a box-to-box collision is done, but the functions/classes used seem specific to convex-convex co...
- Fri Dec 07, 2007 4:14 am
- Forum: General Bullet Physics Support and Feedback
- Topic: rayTest problem
- Replies: 7
- Views: 6420
Re: rayTest problem
It'd be great to have a multiple ray result callback as a standard feature. I ended up rolling my own, also (we even named it the same): struct MultipleRayResultCallback : public btCollisionWorld::RayResultCallback { MultipleRayResultCallback(const btVector3& rayFromWorld,const btVector3& ra...
- Sat Dec 01, 2007 11:04 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btCollisionWorld::rayTest is slower than I'd expect
- Replies: 7
- Views: 7220
Re: btCollisionWorld::rayTest is slower than I'd expect
Since I'm trying to integrate bullet into an already mostly complete game (vdrift.net), combining all of the static meshes into a much smaller number of objects would be difficult because the game relies on knowing which object was collided with. Instead, I coded up a simple AABB-based splitting pla...
- Sat Dec 01, 2007 7:42 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btCollisionWorld::rayTest is slower than I'd expect
- Replies: 7
- Views: 7220
Re: btCollisionWorld::rayTest is slower than I'd expect
With SVN R917: Each sample counts as 0.01 seconds. % cumulative self self total time seconds seconds calls s/call s/call name 39.68 5.90 5.90 btCollisionWorld::rayTest(btVector3 const&, btVector3 const&, btCollisionWorld::RayResultCallback&, short) 27.98 10.06 4.16 btTriangleMeshShape::g...
- Sat Dec 01, 2007 4:42 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btCollisionWorld::rayTest is slower than I'd expect
- Replies: 7
- Views: 7220
btCollisionWorld::rayTest is slower than I'd expect
First off, let me say that bullet seems to be extremely well-written. I like the way the API works, and I haven't encountered any bugs or inconsistent behavior so far. I prefer it over ODE. The bullet documentation could use some work, but the large assortment of demos helps. I'm using bullet 2.64 i...
- Mon Nov 26, 2007 3:53 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Difficulty with simple raycasting (example program included)
- Replies: 2
- Views: 2630
Re: Difficulty with simple raycasting (example program included)
I think I found my problem. I assumed that btTransform would set itself to identity on construction, but it looks like it doesn't. Adding this makes things work as expected: object.getWorldTransform().setIdentity(); By the way, any particular reason that btTransform doesn't do a setIdentity() in its...
- Mon Nov 26, 2007 3:10 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Difficulty with simple raycasting (example program included)
- Replies: 2
- Views: 2630
Difficulty with simple raycasting (example program included)
I'm new to bullet. With C++ and bullet 2.64, I can't seem to get simple raycasting to work, even with this simple little example: #include <iostream> #include <string> #include "btBulletCollisionCommon.h" using std::cout; using std::cerr; using std::endl; using std::string; int main() { bt...