Search found 25 matches
- Sun Aug 03, 2008 8:04 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Creating walls for the edges of the road?
- Replies: 4
- Views: 5458
Re: Creating walls for the edges of the road?
Ah, are convex hulls that stable in Bullet? That is really nice!
- Tue May 13, 2008 3:24 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Crash in MyContactDestroyedCallback
- Replies: 8
- Views: 5971
Re: Crash in MyContactDestroyedCallback
Hmm, I gave the use of addTriangle a try, but that did not change anything: still the exact same crash. I think I am going to try to add code to the Bullet source to see what kind of data is being added to the list that crashes. I am still not sure whether the bug is in my code or in Bullet code (al...
- Sat May 10, 2008 10:45 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Crash in MyContactDestroyedCallback
- Replies: 8
- Views: 5971
Re: Crash in MyContactDestroyedCallback
Might someone have time to check whether the BVH code is correct?
- Tue May 06, 2008 9:49 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Creating walls for the edges of the road?
- Replies: 4
- Views: 5458
Re: Creating walls for the edges of the road?
One way would be to create vertical collision triangles on each of the edges. However, triangles are relatively instable compared to collision boxes, because they are infinitely thin. Therefore instead you could make the walls with collision boxes, but you would have to be carefull at corners of mor...
- Tue May 06, 2008 9:26 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Question on Torque
- Replies: 1
- Views: 2634
Re: Question on Torque
I don't know the exact formula, but I think you need to take a look at the intertia tensor and do something with that. The intertia tensor is like mass, only for rotation. So if the x in the interia tensor is very high, then rotating over the x-axis requires a lot of force. It seems like rotating to...
- Tue May 06, 2008 9:21 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Altering linear velocity of a rigidbody sphere
- Replies: 1
- Views: 2713
Re: Altering linear velocity of a rigidbody sphere
Instead of directly changing the lineair velocity, you could also try applying a force. That is more "physics-like" and might work better.
- Mon May 05, 2008 5:30 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Crash in MyContactDestroyedCallback
- Replies: 8
- Views: 5971
Re: Crash in MyContactDestroyedCallback
Hmm, memory problems with the bvh sounds like a logical cause for the problem. However, I am not aware of what I am doing wrong there and debug mode does not tell me that something is wrong there. Could you have a look at my code for filling the bvh? This is the code (it copies vertices from the gra...
- Mon May 05, 2008 12:59 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Crash in MyContactDestroyedCallback
- Replies: 8
- Views: 5971
Re: Crash in MyContactDestroyedCallback
Doing that would cost a lot of time, as the whole thing is already quite complex. Also, I depend on graphics libraries to create triangle meshes for collision detection. Can you not give me some pointers what might be going wrong here? Is the problem really in this code, or might some other part of ...
- Mon May 05, 2008 7:54 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Crash in MyContactDestroyedCallback
- Replies: 8
- Views: 5971
Re: Crash in MyContactDestroyedCallback
Does no one have a clue what is causing this crash?
- Tue Apr 29, 2008 4:10 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Crash in MyContactDestroyedCallback
- Replies: 8
- Views: 5971
Crash in MyContactDestroyedCallback
I am getting a crash deep inside Bullet code. The crash happens in the function bool MyContactDestroyedCallback(void* userPersistentData). This is the error I am getting: "Unhandled exception at 0x78160f82 in IceMagnet.exe: 0xC0000005: Access violation reading location 0xfffffff8." The wei...
- Wed Apr 23, 2008 7:28 am
- Forum: General Bullet Physics Support and Feedback
- Topic: setLinearVelocity Function ?
- Replies: 11
- Views: 10903
Re: setLinearVelocity Function ?
I think I am getting it now. The problem is, I think, that the one object cannot move without the other, so if one is given a speed, then it must propagate part of that speed to the other. I would expect dampened movement because of that, however, not no movement at all. Have you tried using the app...
- Tue Apr 22, 2008 1:49 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: A newbie question: Friction problems?
- Replies: 4
- Views: 5253
Re: A newbie question: Friction problems?
Air friction is incredibly difficult to do, because it depends on the shape of the object and the angle under which it is moving and in fact also on things like turbulence and material smoothness. Simulating that correctly is something I never heard of anyone doing for games or something real-time, ...
- Tue Apr 22, 2008 1:28 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: particle systems with bullet?
- Replies: 4
- Views: 6419
Re: particle systems with bullet?
Bullet would only be of help with particle systems if you were really doing physics on them, like forces or collisions. However, most games do not do that at all. Most games do not do particle collisions (although on multicore it is becoming more mainstream these days). The most interesting aspects ...
- Tue Apr 22, 2008 1:14 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How to remove a body from the simulation...
- Replies: 4
- Views: 4142
Re: How to remove a body from the simulation...
Deleting and removing from the simulation are separate steps. Can't you remove an object from the simulation through dynamicsWorld->removeCollisionObject(banana); and then instead of deleting it, inserting it's pointer in a std::vector (i.e. a memory pool, indeed). Later on, you can grab it from the...
- Tue Apr 22, 2008 1:11 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: setLinearVelocity Function ?
- Replies: 11
- Views: 10903
Re: setLinearVelocity Function ?
Didn't you mean to ask "Can no one help me?" ;) Anyway: I still am not sure I understand your question. Is the problem that you want object A get a certain speed, but you want object B to be modified through the constraint instead of doing it directly? That sounds like you need to apply ex...