Search found 22 matches
- Fri Sep 18, 2009 8:46 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: BulletMultiThreaded on x86_64
- Replies: 1
- Views: 4345
Re: BulletMultiThreaded on x86_64
I had this same problem and it didn't build fully. Your patch for Demos/CMakeLists.txt works, thanks!
- Tue Aug 18, 2009 10:38 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Grid-aligned Crates
- Replies: 1
- Views: 2439
Grid-aligned Crates
Hey guys! I'm working on a game where there are Crates (boxes) and the Player should be able to push them around. However, they must be aligned to grid in XZ plane (move only by one unit, either on X or Z axis), but free to move in Y (gravity,slopes). This is for Sokoban style puzzles. The rest of t...
- Wed May 27, 2009 2:20 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Doing a 'sphere cast'
- Replies: 7
- Views: 8576
Re: Doing a 'sphere cast'
What's the simplest way to implement the 'inside a trimesh' check? I've tried a few things, but they don't work right, or if they do, they don't work all the time. I don't have enough knowledge of Bullet's internals to do this in a nice way.
- Fri May 22, 2009 2:48 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Doing a 'sphere cast'
- Replies: 7
- Views: 8576
Re: Doing a 'sphere cast'
Ok, I have one more little problem: For some reason, the cast is not working on collision objects whose collision mask's units digit is '0'. I'm using 1 and 2 for collision masks of the objects from different 'dimensions', and casts are not working on those from 'dimension 2'. It 'misses' those obje...
- Thu May 21, 2009 7:52 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Doing a 'sphere cast'
- Replies: 7
- Views: 8576
Re: Doing a 'sphere cast'
Sorry if I'm rude, but I thought I'd bump the topic.
Basically, I'm asking two things: What's the right way to do a sphere cast? How do I ensure that it isn't 'inside' a trimesh (all the trimeshes in question are 'proper' and 'closed')?
Basically, I'm asking two things: What's the right way to do a sphere cast? How do I ensure that it isn't 'inside' a trimesh (all the trimeshes in question are 'proper' and 'closed')?
- Mon May 18, 2009 4:27 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Doing a 'sphere cast'
- Replies: 7
- Views: 8576
Re: Doing a 'sphere cast'
So what's the right way to handle this situation? The player is sphere-shaped, and I basically have to check whether there are any objects with the other collision flag occupying the same space as the player (mostly these will be trimeshes, but 'proper closed' trimeshes). And also, how exactly do yo...
- Sun May 17, 2009 5:16 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Doing a 'sphere cast'
- Replies: 7
- Views: 8576
Doing a 'sphere cast'
Hey guys! In my game, there are two 'dimensions' or 'parallel worlds' (I've mentioned in a previous post). The player can switch from one dimension to another, and the world is slightly different in either dimension (there's a wall here, but it isn't there in the other one etc.). I get this to work ...
- Thu Apr 30, 2009 10:41 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Temporarily disabling a RigidBody
- Replies: 2
- Views: 3914
Re: Temporarily disabling a RigidBody
Actually, after a little bit of though, I found that the actual way it should work would be that objects could continue to collide with objects in their dimension, and objects in both dimensions are affected by objects in both. I was able to get the effect I desired using collision filter masks. Now...
- Wed Apr 29, 2009 11:55 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Temporarily disabling a RigidBody
- Replies: 2
- Views: 3914
Temporarily disabling a RigidBody
Hey guys! For my next game, I'll be having a 'dimension' idea. Basically, there are two or more parallel worlds, and you can switch between them. The worlds are mostly the same, except there are a few differences, such as a wall in dimension 1 might not exist in dimension 2, and a switch might work ...
- Sat Mar 21, 2009 8:49 pm
- Forum: Release Announcements
- Topic: Bullet 2.74 released: constraint visualization
- Replies: 11
- Views: 88679
Re: Bullet 2.74 released: constraint visualization
Sorry for the late reply, but great news! So I get the new feature for free!rponomarev wrote:All constraint drawing functions are based on btIDebugDraw::drawLine() call
so they should work if you have this function implemented
- Sun Mar 15, 2009 5:07 pm
- Forum: Release Announcements
- Topic: Bullet 2.74 released: constraint visualization
- Replies: 11
- Views: 88679
Re: Bullet 2.74 released: constraint visualization
Hey! Congrats on the new release!
I'm going to download it, but I have a quick question: Does the new constraint-drawing code use the existing line-drawing callbacks? Or do we have to implement some more functions?
I'm going to download it, but I have a quick question: Does the new constraint-drawing code use the existing line-drawing callbacks? Or do we have to implement some more functions?
- Wed Feb 04, 2009 11:46 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Bodies do not move again after standing still for 3 seconds
- Replies: 3
- Views: 3534
Re: Bodies do not move again after standing still for 3 seconds
I'm guessing its because they're being deactivated. Just do:-
Code: Select all
mBody->setActivationState(DISABLE_DEACTIVATION);
- Thu Jan 01, 2009 10:25 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Access Violation In "btDbvtBroadphase::setAabb"
- Replies: 1
- Views: 3924
Re: Access Violation In "btDbvtBroadphase::setAabb"
So... Anyone got an idea?
- Thu Jan 01, 2009 3:53 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Debug Drawing For Shapes
- Replies: 1
- Views: 5281
Re: Debug Drawing For Shapes
Ok, fixed it, just had to call 'world->debugDrawWorld();' when needed.
I must say, the debug draw looks pretty good:-
I must say, the debug draw looks pretty good:-
- Thu Jan 01, 2009 9:03 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Debug Drawing For Shapes
- Replies: 1
- Views: 5281
Debug Drawing For Shapes
Hello, I'm writing my own thin wrapper for Bullet to Ogre. I already have the rigid body (I don't encapsulate Bullet bodies, I just provide a MotionState and talk to Bullet directly) and mesh conversion working, now I'm tackling debug drawing. I've already made a class inheriting from btIDebugDraw a...