Search found 170 matches

by gjaegy
Wed Aug 01, 2018 8:40 am
Forum: General Bullet Physics Support and Feedback
Topic: btHeightfieldTerrainShape going nuts
Replies: 8
Views: 3058

Re: btHeightfieldTerrainShape going nuts

Modifying the normal indeed improves the situation significantly. I still have some rare jittering cases, no idea why really. But it's acceptable.

Looking at the implementation of btAdjustInternalEdgeContacts(), it seems there is a little bit of additional work being done there :/
by gjaegy
Wed Aug 01, 2018 7:47 am
Forum: General Bullet Physics Support and Feedback
Topic: btHeightfieldTerrainShape going nuts
Replies: 8
Views: 3058

Re: btHeightfieldTerrainShape going nuts

I'll have a try, thanks !
by gjaegy
Tue Jul 31, 2018 1:54 pm
Forum: General Bullet Physics Support and Feedback
Topic: btHeightfieldTerrainShape going nuts
Replies: 8
Views: 3058

Re: btHeightfieldTerrainShape going nuts

Hi Danny,

some time later :) May I ask you, how have you managed to modify the contact point normal manually ? I couldn't find how to achieve that...
by gjaegy
Tue Jul 31, 2018 1:26 pm
Forum: General Bullet Physics Support and Feedback
Topic: btConcaveShape and internal edges
Replies: 0
Views: 697

btConcaveShape and internal edges

Hi, I am currently struggling trying to avoid collision being detected between a convex hull decomposition shape and my terrain (custom shape derived from btConcaveShape). The issue is pretty intense when using small triangles, as seen in that video: https://youtu.be/MWw1ywZUsrI When using bigger tr...
by gjaegy
Wed May 31, 2017 7:16 am
Forum: General Bullet Physics Support and Feedback
Topic: btBvhTriangleMeshShape and streamed 3D models
Replies: 4
Views: 2085

Re: btBvhTriangleMeshShape and streamed 3D models

good news, I should admit I am quite reluctent on depending on a file format we don't have control over...

thanks for your answer !!
by gjaegy
Wed May 31, 2017 7:15 am
Forum: General Bullet Physics Support and Feedback
Topic: btBvhTriangleMeshShape + instances
Replies: 2
Views: 1461

Re: btBvhTriangleMeshShape + instances

OK great, I also discover the scaled bvh, which perfectly suits our needs since we have some random scaling variation of instances.

Thanks for your answer !
by gjaegy
Tue May 30, 2017 9:52 am
Forum: General Bullet Physics Support and Feedback
Topic: Strategies for Dealing with Large, Complex Terrain
Replies: 16
Views: 6661

Re: Strategies for Dealing with Large, Complex Terrain

The video is looking good, have you finally based your solution on the suggested btConcaveShape-derived class option ?
by gjaegy
Mon May 29, 2017 3:34 pm
Forum: General Bullet Physics Support and Feedback
Topic: btBvhTriangleMeshShape + instances
Replies: 2
Views: 1461

btBvhTriangleMeshShape + instances

Hi, imagine the following case: HW instancing is being used in order to render 10 instances of the same street light 3D model (i.e. one mesh being rendered 10 times). Is there a way to create one single btBvhTriangleMeshShape object, and reuse it across the different instances (of course with a diff...
by gjaegy
Mon May 29, 2017 10:19 am
Forum: General Bullet Physics Support and Feedback
Topic: btBvhTriangleMeshShape and streamed 3D models
Replies: 4
Views: 2085

Re: btBvhTriangleMeshShape and streamed 3D models

OK this sounds like a sensible approach. I will have a closer look at Bullet internal serialization code (assuming you suggest using that system for serialization). Can I assume some kind of stability of that serialization format within the next years, or shall I expect it to potentially change with...
by gjaegy
Wed May 24, 2017 1:42 pm
Forum: General Bullet Physics Support and Feedback
Topic: btBvhTriangleMeshShape and streamed 3D models
Replies: 4
Views: 2085

btBvhTriangleMeshShape and streamed 3D models

Hi guys We have a huge world (full earth), we are streaming/paging (in/out) some 3D models (think buildings here). We want to allow them to have a collision mesh (basically a btBvhTriangleMeshShape per streamable chunk). So, we also have to stream the collision mesh; they will be added/removed to th...
by gjaegy
Mon Oct 27, 2014 8:17 am
Forum: General Bullet Physics Support and Feedback
Topic: Bullet HACD error
Replies: 3
Views: 3172

Re: Bullet HACD error

I have fixed the bug. See https://github.com/bulletphysics/bullet3/pull/277 for details.
by gjaegy
Fri Oct 24, 2014 10:40 am
Forum: General Bullet Physics Support and Feedback
Topic: Bullet HACD error
Replies: 3
Views: 3172

Re: Bullet HACD error

I have got the exact same issue here. I am currently trying to figure out what happens.

It seems to happen with a specific mesh only...
by gjaegy
Wed Aug 27, 2014 9:29 am
Forum: General Bullet Physics Support and Feedback
Topic: 6000 static objects: best strategy ?
Replies: 4
Views: 2199

Re: 6000 static objects: best strategy ?

Erwin, I am a bit struggling with our internal architecture :) What would be the difference, in term of performance, between having a single static mesh vs. having about 10 static meshes (one for all buildings, one for all street light instances of type A, one for all street light instances of type ...
by gjaegy
Tue Aug 26, 2014 7:11 am
Forum: General Bullet Physics Support and Feedback
Topic: 6000 static objects: best strategy ?
Replies: 4
Views: 2199

Re: 6000 static objects: best strategy ?

Excellent, this was my initial feeling.
This is a very helpful answer, it will let me spare quite a lot of time :) Thanks a lot !
by gjaegy
Mon Aug 25, 2014 3:21 pm
Forum: General Bullet Physics Support and Feedback
Topic: 6000 static objects: best strategy ?
Replies: 4
Views: 2199

6000 static objects: best strategy ?

Hi, I have searched the forum trying to find some posts about that. There are quite a few, but I haven't been able to figure out what the best solution is. Basically, I have had one single static mesh until now (all buildings). However, we now using instancing to allow to render a huge number of obj...