Search found 173 matches

by gjaegy
Thu Aug 10, 2023 10:10 am
Forum: General Bullet Physics Support and Feedback
Topic: btMultiBodyDynamicsWorld and soft bodies
Replies: 0
Views: 3456

btMultiBodyDynamicsWorld and soft bodies

Hi, This might sound like a stupid question... In the case one decides to use the btMultiBodyDynamicsWorld class, I assume it is not possible to use soft bodies anymore, is that correct ? Also, I assume it's not possible to use multibodies along with btSoftRigidDynamicsWorld, meaning multibodies and...
by gjaegy
Thu Feb 23, 2023 7:53 am
Forum: General Bullet Physics Support and Feedback
Topic: issue with softbody vs. custom concave shape
Replies: 1
Views: 2256

issue with softbody vs. custom concave shape

Hi, I'm encountering an issue with Bullet internals, and I'm not sure what the best way to resolve it. Basically, the issue is related to the collision between a rope (softbody) and a terrain, for which I've derived a class from btConcaveShape, overriding processAllTriangles() etc. This derived clas...
by gjaegy
Wed Jan 04, 2023 12:51 pm
Forum: General Bullet Physics Support and Feedback
Topic: compound shape / dynamic AABB tree question
Replies: 1
Views: 2138

compound shape / dynamic AABB tree question

Hi, This might sound like a terrible question, but I'm not fully sure of the answer. The compound shape constructor has a "enableDynamicAabbTree" parameter. That tree is used to accelerate early rejection. In the case all shapes added to a compound shape are static (i.e. not moving), does ...
by gjaegy
Wed Aug 01, 2018 8:40 am
Forum: General Bullet Physics Support and Feedback
Topic: btHeightfieldTerrainShape going nuts
Replies: 8
Views: 7975

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: 7975

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: 7975

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: 2120

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: 4786

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: 3403

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: 16329

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: 3403

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: 4786

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: 4786

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: 5663

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: 5663

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...