Search found 4 matches
- Fri Mar 06, 2009 9:11 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: applyForce() / applyCentralForce() ignored in tick callback?
- Replies: 7
- Views: 11655
applyForce() / applyCentralForce() ignored in tick callback?
Apparently, applyForce() / applyCentralForce() are ignored when called from inside the tick callback. Skimming over Bullet's source code, I think this is because the tick callback is invoked when velocity calculations have already been performed. Is this behavior intended? If so, at what time should...
- Thu Feb 26, 2009 10:45 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How should I specify friction between two materials?
- Replies: 2
- Views: 2848
How should I specify friction between two materials?
Hi. I'm new to Bullet and, having worked with Newton in the past, I'm having a hard time understanding how friction works here... In Newton you can specify friction on a material pair basis. You define two materials and then say what the friction is between those two. This corresponds to how I under...
- Fri Aug 15, 2008 3:29 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Simple Direct3D9-based Bullet Demo (Windows only)
- Replies: 2
- Views: 6998
Re: Simple Direct3D9-based Bullet Demo (Windows only)
Hi, nice demo! How did you implement the character movement and interaction with the boxes?
- Thu Aug 14, 2008 9:40 pm
- Forum: Release Announcements
- Topic: Bullet 2.70 released: basic kinematic character controller
- Replies: 5
- Views: 55417
Re: Bullet 2.70 released: basic kinematic character controller
Hi, I'm looking for a phisics engine for my team's next project and I'm interested in using Bullet. I had a look at the new character controller and the source says some things are missing: /* TODO: * Interact with dynamic objects * Ride kinematicly animated platforms properly * More realistic (or m...