Search found 16 matches
- Sun Apr 11, 2010 7:00 am
- Forum: General Bullet Physics Support and Feedback
- Topic: New btInternalEdgeUtility has been added
- Replies: 92
- Views: 143659
Re: New btInternalEdgeUtility has been added
One question. recently,i patch my bullet libs with 2.75-beta2 for the PS3.after some work, I find it is hard to make PELowLevelBroadphaseSPU and PELowLevelConstraintSolverSPU work, when i open the macro #define LLBP 1 #define LLCS 1 the program always run into a spu request loop,(after a while i fin...
- Sun Feb 21, 2010 5:05 am
- Forum: General Bullet Physics Support and Feedback
- Topic: New btInternalEdgeUtility has been added
- Replies: 92
- Views: 143659
Re: New btInternalEdgeUtility has been added
:? i encount a new problem, when i start my program,don't do anything but leave the car on the ground,(the car didn't crash or contact with any bvhShap, just on a bvhShap),a few minutes later,the car just go crazy,then flew away...its behaviour just like the old version(like i double side problem)....
- Sat Feb 20, 2010 1:59 am
- Forum: General Bullet Physics Support and Feedback
- Topic: New btInternalEdgeUtility has been added
- Replies: 92
- Views: 143659
Re: New btInternalEdgeUtility has been added
:? i encount a new problem, when i start my program,don't do anything but leave the car on the ground,(the car didn't crash or contact with any bvhShap, just on a bvhShap),a few minutes later,the car just go crazy,then flew away...its behaviour just like the old version(like i double side problem).....
- Tue Feb 02, 2010 5:38 am
- Forum: General Bullet Physics Support and Feedback
- Topic: New btInternalEdgeUtility has been added
- Replies: 92
- Views: 143659
Re: New btInternalEdgeUtility has been added
I improved the btInternalEdgeUtility, hopefully it works better now, in particular for single sided triangle meshes. edl, can you please test latest trunk with your race track? By default the btAdjustInternalEdgeContacts favors front facing triangles normals. It has some optional settings for BT_TR...
- Thu Jan 21, 2010 9:23 am
- Forum: General Bullet Physics Support and Feedback
- Topic: New btInternalEdgeUtility has been added
- Replies: 92
- Views: 143659
Re: New btInternalEdgeUtility has been added
Maybe the quaternion is not a bug. It depends where the axis comes from. You could construct an identity quaternion in this case well, but it depends on the context. i think you are right, i have two scene,a big one,and another simple small one,the small one didn't encounter this problem. Thanks a ...
- Thu Jan 21, 2010 8:13 am
- Forum: General Bullet Physics Support and Feedback
- Topic: New btInternalEdgeUtility has been added
- Replies: 92
- Views: 143659
Re: New btInternalEdgeUtility has been added
and more,in debug mode, the quaternion value can be zero value.
it cause some trouble
this is the call stack
it cause some trouble
this is the call stack
- Thu Jan 21, 2010 5:58 am
- Forum: General Bullet Physics Support and Feedback
- Topic: New btInternalEdgeUtility has been added
- Replies: 92
- Views: 143659
Re: New btInternalEdgeUtility has been added
I use the default vehicleDemo to modify as this program,after initialization, drive the car inside the tunnel , press "w" to show the wireframe, move the car slowly along the wall. Crash the triangular dense point, sometimes, it suddenly mad. There is also a problem, when I put this Intern...
- Thu Jan 21, 2010 2:16 am
- Forum: General Bullet Physics Support and Feedback
- Topic: New btInternalEdgeUtility has been added
- Replies: 92
- Views: 143659
Re: New btInternalEdgeUtility has been added
Allow the car to slow run, until the car crash to the ground, at the rallying point of many triangles, car start shaking violently, this maybe a bug? it seems, cars suffer from a lot of impact force. :? the ground is btBvhTriangleMeshShape,and the car is btConvexHullShape I assume this is also usin...
- Wed Jan 20, 2010 7:16 am
- Forum: General Bullet Physics Support and Feedback
- Topic: New btInternalEdgeUtility has been added
- Replies: 92
- Views: 143659
Re: New btInternalEdgeUtility has been added
Allow the car to slow run, until the car crash to the ground, at the rallying point of many triangles, car start shaking violently, this maybe a bug? it seems, cars suffer from a lot of impact force.
the ground is btBvhTriangleMeshShape,and the car is btConvexHullShape
the ground is btBvhTriangleMeshShape,and the car is btConvexHullShape
- Tue Jan 19, 2010 9:53 am
- Forum: General Bullet Physics Support and Feedback
- Topic: New btInternalEdgeUtility has been added
- Replies: 92
- Views: 143659
Re: New btInternalEdgeUtility has been added
Great work, can i ask a stupid question? when I build a plane(as the land), and then divided it into several regions (mesh), according to the sample, an update mesh needs to be done(calculateAabbBruteForce & refitTree), but how to determine which mesh need to be updated?(when i update all the m...
- Tue Jan 19, 2010 8:25 am
- Forum: General Bullet Physics Support and Feedback
- Topic: New btInternalEdgeUtility has been added
- Replies: 92
- Views: 143659
Re: New btInternalEdgeUtility has been added
[...] it worked rather well. It seems to be as smooth over the curvy surfaces as the conventional hack we all know and hate, but there were fewer weird behaviours on sharp edges. Exactly what you intended, basically. Nice job! I'm glad to hear it working well. What are the remaining weird behaviour...
- Fri Jan 15, 2010 9:25 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btRaycastVehicle dirft issues
- Replies: 2
- Views: 3322
Re: btRaycastVehicle dirft issues
Hi, what kind of vehicle simulation do you use? I hope that for btRaycastVehicle playing with this parameters is going to help you. btVehicleTuning() :m_suspensionStiffness(btScalar(5.88)), m_suspensionCompression(btScalar(0.83)), m_suspensionDamping(btScalar(0.88)), m_maxSuspensionTravelCm(btScala...
- Wed Jan 13, 2010 10:11 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btRaycastVehicle dirft issues
- Replies: 2
- Views: 3322
btRaycastVehicle dirft issues
when the car run at a high speed,(eg.150kmh),then make a sharp turn,the wheels begin to slide,then i find a strange behaviour, the car is FWD drive, when the steer reach the maxium steer angle, the m_skidInfo is nearly 0.03,this make the m_forwardImpulse very small,the car nearly lost it engine powe...
- Tue Jan 05, 2010 3:31 am
- Forum: General Bullet Physics Support and Feedback
- Topic: New issue with gContactAddedCallback in Bullet 2.75
- Replies: 40
- Views: 33106
Re: New issue with gContactAddedCallback in Bullet 2.75
edl: oh of course if you have more than one gimpact triangle mesh in a compound then there is no way to identify which one it is -- currently the part/index is for the mesh -- there is no way to get the index that defines the position of the gimpact shape within the compound. It's a hack, basically...
- Mon Jan 04, 2010 5:52 am
- Forum: General Bullet Physics Support and Feedback
- Topic: New issue with gContactAddedCallback in Bullet 2.75
- Replies: 40
- Views: 33106
Re: New issue with gContactAddedCallback in Bullet 2.75
i use Gimpact shape in my game too,and, after download the bullet-svn code,and combine all the code above, it seems still have some problem... my compound shape structure is : index 0 : Convex shape,1~5 :GImpact shape when i collide my compound shape with a Gimpact shape / static BVh triangle Mesh, ...