just uploaded... engine is stable, gameplay is beta
https://play.google.com/store/apps/deta ... okk.solsys
thank you for looking at it!!
Search found 144 matches
- Mon Jun 11, 2012 6:14 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Moons - Android free toy - Bullet / OpenGLES2
- Replies: 0
- Views: 6034
- Fri May 25, 2012 10:57 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Patch for btQuantizedBvh when compiling with gcc
- Replies: 1
- Views: 3546
Re: Patch for btQuantizedBvh when compiling with gcc
Have you opened an issue? I looked at C++ standard (open-std.org) and so far "<<" is undefined if on left side is negative value.
There is also one in btSoftBodyConcaveCollisionAlgorithm.h (line 48).
Thank you.
There is also one in btSoftBodyConcaveCollisionAlgorithm.h (line 48).
Thank you.
- Sun Mar 25, 2012 3:38 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Arrow flight modeling
- Replies: 5
- Views: 7028
Re: Arrow flight modeling
btCylinderShape *capsule = new btCylinderShape(btVector3(0,0.5,0)); you have to give the bounding box values for cylinder shape, no zeros here... I have tried to move the center of mass, but it does nothing, bullet cant have a center of mass that is not the center of the shape (at least that is wha...
- Sat Mar 17, 2012 7:52 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Allowing objects to accelerate differentl using gravity
- Replies: 1
- Views: 3090
Re: Allowing objects to accelerate differentl using gravity
Is there an easy way to approximate this in the bullet engine? the easiest way is to set linear/angular damping... To get more accurate results write some approximation of fluid resistance.. http://en.wikipedia.org/wiki/Drag_equation btScalar Cdrag = 0.5f * m_drag_coef * m_area * m_air_dens; btVect...
- Sat Mar 17, 2012 5:50 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Constraints and collisions cause instant crash.
- Replies: 5
- Views: 7153
Re: Constraints and collisions cause instant crash.
I have improved the safety of my allocations but it did not help. as far i can see you still allocate sizeof(CLASSNAME) memory for things like Core->dispatcher = new(Core->dispatcher) btCollisionDispatcher(Core->collisionConfiguration); ... it is wrong. Use aligned allocator. There is one in Bullet...
- Sat Mar 17, 2012 12:28 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Constraints and collisions cause instant crash.
- Replies: 5
- Views: 7153
Re: Constraints and collisions cause instant crash.
there is a 50% chance that the step simulation call crash with access violation not tested the code above, so not sure is the way trying to go good or not in general, but in particular it might be memory alignment issue... the idea.. (from btSimpleBroadphase.cpp) void* mem = btAlignedAlloc(sizeof(b...
- Sun Jan 29, 2012 4:10 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Dropping an object from different heights
- Replies: 8
- Views: 9257
Re: Dropping an object from different heights
What you get with getAppliedImpulse() is the recently applied impulse to satisfy contact constraints, it is not what you need. Anyway, you could also try to switch m_dynamicsWorld->getSolverInfo().m_splitImpulse = 1 / 0 in your experiments. Also you are calculating force=impulse/timeStep. It doesn't...
- Sat Jan 28, 2012 10:35 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Per shape collision group
- Replies: 4
- Views: 5635
Re: Per shape collision group
I have body with btCompoundShape, which contains many shapes. ... Our bodies can contain btBvhTriangleMeshShape. afaik btBvhTriangleMeshShape is not supported as child shape for compound, gimpact too.... (use convex hull). You can also use several submeshes in mesh shapes instead. Collision tests r...
- Sat Jan 28, 2012 10:28 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Can RayTest be ignored for particular collision object?
- Replies: 3
- Views: 5109
Re: Can RayTest be ignored for particular collision object?
for example like here, look for #ifdef USE_GHOST_OBJ_WITH_VEHICLE.. (BTW, word "ghost" doesn't mean Bullet ghost object, it can be any collision object). struct MyVehicleRayResultCallback : public btCollisionWorld::ClosestRayResultCallback { const btCollisionShape * m_hitTriangleShape; int...
- Wed Jan 18, 2012 12:56 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Contact point changes depending on height
- Replies: 18
- Views: 16297
Re: Contact point changes depending on height
i mean m_dynamicsWorld->stepSimulation(ms / 1000000.f,1,1./120.);
(not necessary 1 max substep)
(not necessary 1 max substep)
- Wed Jan 18, 2012 12:55 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Car riding around a cylinder
- Replies: 1
- Views: 4145
Re: Car riding around a cylinder
but btRaycastVehicle does not support adding forces, nor disabling gravity. vehicle's chassis is a rigid body and you can apply forces or disable gravity. Where and how apply force depends on kind of force... To use some custom gravity model you may try to apply gravity per object. I have experimen...
- Wed Jan 18, 2012 12:01 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Contact point changes depending on height
- Replies: 18
- Views: 16297
Re: Contact point changes depending on height
body->setCcdMotionThreshold(0.00001); body->setCcdSweptSphereRadius(0.00001f); Not sure ccd motion clamp will help here, more likely it will harm, specially with the above values (microscopic squared velocity threshold and embedded sphere radius of 1/100000 m for 18 m sphere). Try increase internal...
- Sun Dec 25, 2011 5:34 am
- Forum: General Bullet Physics Support and Feedback
- Topic: stepSim twice per frame, gravity wrong but model size ok
- Replies: 3
- Views: 4547
Re: stepSim twice per frame, gravity wrong but model size ok
I'm setting gravity to -9.81, as gravity should be and to just test whether the simulation is running at a realistic speed, dropping a car from 490.5 units up. With 1 unit = 1 meter the car should take bang on 10 seconds to hit the ground. This isn't happening. Can not confirm. Droping something fr...
- Fri Dec 02, 2011 5:05 am
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: blender exporter
- Replies: 3
- Views: 8663
Re: blender exporter
afaik, only via controller
- Thu Dec 01, 2011 1:10 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: blender exporter
- Replies: 3
- Views: 8663
Re: blender exporter
this
works with 2.60a... may be there are better ways, don't know
http://bulletphysics.org/Bullet/phpBB3/ ... f=9&t=6683
Code: Select all
PhysicsConstraints.exportBulletFile("test.bullet")
http://bulletphysics.org/Bullet/phpBB3/ ... f=9&t=6683