Search found 8 matches

by LtJax
Sat Sep 04, 2010 4:28 pm
Forum: General Bullet Physics Support and Feedback
Topic: How can I make a Kinematic Object push others around?
Replies: 2
Views: 2649

Re: How can I make a Kinematic Object push others around?

You need to change the character controller to apply force to colliding rigid bodies, or at least that's how I did it. I think the right method to modify was recoverFromPenetration().
by LtJax
Sat Sep 04, 2010 12:10 pm
Forum: General Bullet Physics Support and Feedback
Topic: Possible problem with deserialization of triangle meshes
Replies: 4
Views: 9551

Possible problem with deserialization of triangle meshes

Hello, I was having problems with btBulletWorldImporter and importing triangle mesh shapes from .bullet files. I was using pretty much the same code that Erwin posted in this thread . However, anytime I entered a narrow phase collision with such a mesh, bullet would crash. After some investigation, ...
by LtJax
Mon May 10, 2010 9:51 am
Forum: General Bullet Physics Support and Feedback
Topic: Bullet wiki or documentation repo?
Replies: 67
Views: 105534

Re: Bullet wiki or documentation repo?

Hi, I also have a few comments about this: 1) One thing that has worked quite well for me was to put the documentation for public and protected methods and types in the header file, while putting documentation for private things into the C++ file. That keeps the header files cleaner and you can clea...
by LtJax
Wed Jul 01, 2009 12:31 pm
Forum: General Bullet Physics Support and Feedback
Topic: btQuickprof.h including windows.h, and a possible solution
Replies: 0
Views: 1550

btQuickprof.h including windows.h, and a possible solution

Hello, I just figured out that including bullet with some of my code breaks compilation. This seems to be due to bullet's btClock in btQuickprof.h which includes <windows.h> along with all its horrible defines. Our current fix for this issue is to simply disable profiling (which seems to be the solu...
by LtJax
Fri Jun 19, 2009 8:20 pm
Forum: General Bullet Physics Support and Feedback
Topic: Letting two btKinematicCharacterControllers collide
Replies: 2
Views: 2947

Re: Letting two btKinematicCharacterControllers collide

Oh thanx! Actually, when I was investigating the recoverFromPenetration routine, I thought that it should actually do pretty much what you suggested already. However, I was never getting collisions between the two characters - so I figured it must have been filtered out somewhere else. And indeed I ...
by LtJax
Fri Jun 19, 2009 2:17 pm
Forum: General Bullet Physics Support and Feedback
Topic: Letting two btKinematicCharacterControllers collide
Replies: 2
Views: 2947

Letting two btKinematicCharacterControllers collide

Hello, I've set up a small application where two people can run around with a btKinematicCharacterController on a flat plane. I mostly followed the CharacterDemo while setting this up. Everything seems to work just fine, except that the two characters can walk right thru each other. From what I gath...
by LtJax
Tue Sep 23, 2008 4:22 pm
Forum: General Bullet Physics Support and Feedback
Topic: Interpolation
Replies: 5
Views: 4678

Re: Interpolation

Could you please explain why do you think Bullet uses only "extrapolation"? Well, it's not technically correct to say it uses it exclusively, but it uses it exclusively to blend between frames, *if* you use the MotionState API. Otherwise it doesn't do any blending. After someone on IRC me...
by LtJax
Thu Sep 18, 2008 3:12 pm
Forum: General Bullet Physics Support and Feedback
Topic: Interpolation
Replies: 5
Views: 4678

Interpolation

Hello! Right now, bullet uses extrapolation exclusively to blend between actual simulation steps. However, some applications (such as mine) might require interpolation instead. While extrapolation is more responsive in a graphical environment, it can only be done on the position/orientation. Interpo...