Search found 25 matches
- Tue Apr 06, 2010 3:07 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: C#/XNA with Bullet
- Replies: 5
- Views: 9811
Re: C#/XNA with Bullet
Note, that, unfortunately, c++\cli assembly compiled in mixed mode (native + managed) could not be used on XBOX360 if you are interested in this platform.
- Fri Feb 19, 2010 1:42 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet on XNA
- Replies: 61
- Views: 615183
Re: Bullet on XNA
Hello All. Unfortunately BulletX seems died. I'm not sure that game industry needs .NET Bullet port, so I want to know community opinion about this. Reason to ask this is that I have much Bullet code ported on C# during a few last years, it was done for investigation, and it works. However big work ...
- Mon Sep 28, 2009 8:20 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Let's make Character Controller better.
- Replies: 4
- Views: 8057
Re: Let's make Character Controller better.
I found solution, now slope limiter works fine for me. Code can be optimized of course, it is first working version. Please find patch in attachment. So this was first step to make CC better. Any help is welcome!
- Mon Sep 28, 2009 6:29 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Let's make Character Controller better.
- Replies: 4
- Views: 8057
Re: Let's make Character Controller better.
Hello! I have implemented slope limiter for Kinematic Character Controller, please find patch in attachment. It works fine, maximum slope angle is set to 45 degrees in demo, and there are 3 boxes which are rotated on 30, 45, 60 degrees, there is 4th which is placed behind 2nd and is rotated on 55 de...
- Wed Sep 23, 2009 7:55 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Let's make Character Controller better.
- Replies: 4
- Views: 8057
Re: Let's make Character Controller better.
I will try to start discussion. Jump trajectory formula which I use is not difficult: void ProcessJump(btCollisionWorld* cw, btScalar dt) { m_jumpTime += dt; btVector3 newPos; newPos = m_startJumpPosition + (m_velocityOnJumpStart + m_jumpStartVelocity)*m_jumpTime + (btVector3(0, m_fallAcceleration, ...
- Wed Sep 23, 2009 3:10 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Let's make Character Controller better.
- Replies: 4
- Views: 8057
Let's make Character Controller better.
Hello All! Unfortunately current Bullet's character controller is not so good as can be. There are no: 1) Jumping 2) Slope angle limiter 3) ? I need these 2 points in my project, I implemented first and working on second, but due to lack of experience in this field, things are not very good. So idea...
- Fri Jul 10, 2009 6:07 am
- Forum: General Bullet Physics Support and Feedback
- Topic: OpenCL with ATI hardware
- Replies: 4
- Views: 7130
Re: OpenCL with ATI hardware
Good news, thanks Erwin!
- Thu Jul 09, 2009 6:46 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: OpenCL with ATI hardware
- Replies: 4
- Views: 7130
Re: OpenCL with ATI hardware
ops, I had made a mess, when thought that ATI Stream CAl has it.
- Thu Jul 09, 2009 9:04 am
- Forum: General Bullet Physics Support and Feedback
- Topic: OpenCL with ATI hardware
- Replies: 4
- Views: 7130
OpenCL with ATI hardware
Hello.
Erwin, Roman could you please say if it is planned to make possible to run OpenCL demo on ATI hardware (as I know they also have OpenCL framework)?
If yes, in what time constraints?
Thanks in advance!
Erwin, Roman could you please say if it is planned to make possible to run OpenCL demo on ATI hardware (as I know they also have OpenCL framework)?
If yes, in what time constraints?
Thanks in advance!
- Wed Jun 10, 2009 11:25 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Kinematic character on moving platform. Is it possible?
- Replies: 2
- Views: 4210
Re: Kinematic character on moving platform. Is it possible?
Thanks for the information pico. I will write here if will be some solution.
- Thu Jun 04, 2009 7:39 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Kinematic character on moving platform. Is it possible?
- Replies: 2
- Views: 4210
Kinematic character on moving platform. Is it possible?
Hello! Our company is very interested to use Bullet physics for our commercial project, as it is very good physics engine. But there is a problem. There are moving object (ship) with a few avatars on it in the scene. I think that the best choose for ship is to use KINEMATIC object, and of course KIN...
- Wed Jan 28, 2009 8:28 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Motorcycle
- Replies: 4
- Views: 7769
Re: Motorcycle
Thanks a lot for ideas, will try to implement somethink.
- Sat Jan 24, 2009 3:39 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Motorcycle
- Replies: 4
- Views: 7769
Motorcycle
Hi All. Is there any way to make vehicle with 2 wheels (like a morcycle or bicycle) on base of btRaycastVehicle? I know that there are not any problems to create vehicle with different count of wheels, but with 2 it is unstable, and overturns during movement.
Thanks beforehand for the help.
Thanks beforehand for the help.
- Sun Dec 14, 2008 6:20 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet for XNA
- Replies: 4
- Views: 5185
Re: Bullet for XNA
We uses C# version of Bullet in our commercial project. Our port was based on BulletX, but almost all was rewritten. Now it synchronized with Bullet 2.72, but there is no SoftBody support yet. So I just should say that BulletX is unfortunately raw yet, and you should spend a lot time to make it usab...
- Mon Nov 17, 2008 8:12 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Problem with Character Controller
- Replies: 6
- Views: 5425
Re: Problem with Character Controller [SOLVED]
Erwin, thanks a lot for the bugfix!!!