Search found 508 matches
- Tue Jul 10, 2012 2:42 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: simple character movement
- Replies: 7
- Views: 11865
Re: simple character movement
I wrote a simple character controller as a scripting example for my game engine project. It uses Bullet but uses casts (of cylinders). You may be interested. http://www.gritengine.com/ http://gritengine.svn.sourceforge.net/viewvc/gritengine/grit_core/media/common/actors/init.lua?revision=1895&vi...
- Sat Nov 05, 2011 8:30 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: I know I'm going to sound like a total idiot, but...
- Replies: 4
- Views: 6641
Re: I know I'm going to sound like a total idiot, but...
visual studio express edition is free as in beer
- Fri Sep 09, 2011 8:24 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Odd behaviors with Friction and Restitution
- Replies: 7
- Views: 11825
Re: Odd behaviors with Friction and Restitution
I found CCD sphere sweeping to be very unreliable when I tried it a few years ago and no-longer use it
- Fri Aug 12, 2011 8:59 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet wiki or documentation repo?
- Replies: 67
- Views: 105598
Re: Bullet wiki or documentation repo?
I'm 70% sure I wrote the wiki hello world page, and about 40% sure I wrote the code. Can't remember if I based it on something already written, though.
I wouldn't worry about attribution, personally. Bullet has a very liberal license anyway.
I wouldn't worry about attribution, personally. Bullet has a very liberal license anyway.
- Mon Aug 08, 2011 4:57 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How to create a torus??
- Replies: 4
- Views: 8790
Re: How to create a torus??
For example, like that
- Sun Aug 07, 2011 5:45 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How to create a torus??
- Replies: 4
- Views: 8790
Re: How to create a torus??
You could also make it out of cylinders or something like that.
- Thu Jul 14, 2011 5:00 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Recursive btCompoundShape question
- Replies: 10
- Views: 16007
Re: Recursive btCompoundShape question
The problem is identifying which parts of the compound are in contact, which you want to know for custom physical materials, etc.
I doubt there is a performance problem.
I doubt there is a performance problem.
- Wed Mar 02, 2011 6:58 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision callback that affects collision response
- Replies: 5
- Views: 9260
Re: Collision callback that affects collision response
I can't have them sleep initially because they need to behave as a static object when objects collide with low impulses.
Setting it up as a joint will not help here -- the impulse applied to the car will still be too large because it will have been chosen before the joint broke.
Setting it up as a joint will not help here -- the impulse applied to the car will still be too large because it will have been chosen before the joint broke.
- Wed Mar 02, 2011 6:07 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision callback that affects collision response
- Replies: 5
- Views: 9260
Re: Collision callback that affects collision response
Noone knows how to do this in Bullet then?
- Sat Feb 26, 2011 12:59 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision callback that affects collision response
- Replies: 5
- Views: 9260
Collision callback that affects collision response
I would like to set up a simulation as follows: A streetlamp is a static rigid body (mass==0) comprised of a compound of boxes and cylinders. A car is a compound of convex hulls. A car collides with a street lamp at ~40 mph. I would like the streetlamp to vanish and be replaced with a dynamic fractu...
- Mon Feb 21, 2011 6:24 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Solver not changing Angular Velocity
- Replies: 3
- Views: 5739
Re: Solver not changing Angular Velocity
Is your inertia correct?
- Mon Feb 21, 2011 5:11 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: what's regarded "static"?
- Replies: 3
- Views: 5413
Re: what's regarded "static"?
If you only want ray tests, you can use that shape for everything.
What you cannot do is test whether two objects are intersecting when their shapes are btBvhTriangleMeshShape.
What you cannot do is test whether two objects are intersecting when their shapes are btBvhTriangleMeshShape.
- Mon Feb 14, 2011 8:24 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Improving my Character Controller
- Replies: 1
- Views: 4563
Re: Improving my Character Controller
I am wondering if a box (for example) would react differently if it found itself intersecting with a static object vs a dynamic object. Would it receive more impulse from the static object?
- Tue Feb 08, 2011 1:48 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Is there a concept of a collection in Bullet?
- Replies: 2
- Views: 4483
Re: Is there a concept of a collection in Bullet?
There is btCompoundShape but this is not a collection of things linked by constraints, rather it is defining a new shape to be the union of its child shapes. AFAIK there is nothing the corresponds to a collection of rigid bodies linked by constraints. Any rigid body can be constrained to any other r...
- Tue Feb 08, 2011 7:11 am
- Forum: General Bullet Physics Support and Feedback
- Topic: How to make crouching. Change collision shape on the fly?
- Replies: 6
- Views: 10134
Re: How to make crouching. Change collision shape on the fl
Another cool idea would be to use two capsules joined together by a translation joint. Then when you want to crouch, you can just slide the upper capsule down by applying force. You can also get some good bounciness from your character during jumping when implemented this way. You would rather want...