Search found 107 matches
- Fri Mar 13, 2009 5:46 am
- Forum: General Bullet Physics Support and Feedback
- Topic: How do you enable continuous collision detection?
- Replies: 2
- Views: 3494
Re: How do you enable continuous collision detection?
is there CCD already? I think Erwin is still working on it no?
- Fri Mar 13, 2009 5:39 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Problem to Rotating Force to Orientation Object
- Replies: 2
- Views: 3006
Re: Problem to Rotating Force to Orientation Object
would the kinematic character controller demo that comes with the sdk help?
Do you meant to say that you want your rigid body to move in the direction its currently looking at if you hit the up arrow but right now you couldn't get it to work?
If so the sample might help.
Do you meant to say that you want your rigid body to move in the direction its currently looking at if you hit the up arrow but right now you couldn't get it to work?
If so the sample might help.
- Fri Mar 13, 2009 5:35 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet Tutorial - Cars
- Replies: 3
- Views: 4365
Re: Bullet Tutorial - Cars
the sdk comes with a sample but if that's not enough you can check out Super Tux Kart - http://www.bulletphysics.com/Bullet/php ... =17&t=1774
Its powered by Bullet and its open source.
Its powered by Bullet and its open source.
- Fri Mar 13, 2009 5:33 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Collisions?
- Replies: 5
- Views: 4631
Re: Collisions?
I'm not too sure but I'll try: A. I think there's a way so that when your object collides with another object, it does not resolve anything (eg bounce/push the other objects away) - you probably do this by setting some flags or group them. Sorry if I'm a little vague as I'm not very sure entirely. B...
- Sat Mar 07, 2009 2:49 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Please tell me how to see wireframes
- Replies: 4
- Views: 9354
Re: Please tell me how to see wireframes
Hi
could you elaborate on that? what do you mean by assigned rigid body wire frame?
could you elaborate on that? what do you mean by assigned rigid body wire frame?
- Fri Mar 06, 2009 7:32 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Using MotionState with CharacterController
- Replies: 6
- Views: 8467
Re: Using MotionState with CharacterController
Hi
You mean the ghost object? That's what the character controller uses.
You mean the ghost object? That's what the character controller uses.
- Fri Mar 06, 2009 7:29 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btKinematicCharacterController no collision on btStaticPlane
- Replies: 2
- Views: 3541
Re: btKinematicCharacterController no collision on btStaticPlane
Hi The btStaticPlaneShape should hold your character and now allow it to fall through. It works perfectly for me. This is how I initialized mine (its almost identical to yours but i could not spot the difference) btTransform startTransform; startTransform.setIdentity (); // Create a static plane for...
- Fri Mar 06, 2009 7:19 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collisions?
- Replies: 5
- Views: 4631
Re: Collisions?
Hi
See if this wiki entry here can help you out:
http://www.bulletphysics.com/mediawiki- ... d_Triggers
See if this wiki entry here can help you out:
http://www.bulletphysics.com/mediawiki- ... d_Triggers
- Fri Mar 06, 2009 7:14 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Easy Beginner Question
- Replies: 1
- Views: 2410
Re: Easy Beginner Question
Hmm.. I never used proceedToTransform to transform a rigid body. Would you try setWorldTransform instead? That should work.
- Fri Mar 06, 2009 7:11 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Please tell me how to see wireframes
- Replies: 4
- Views: 9354
Re: Please tell me how to see wireframes
Hi
Would you want to take a look at my DirectX Bullet powered demo over at my site:
http://programmingmind.com/bullet-physics-using-directx
It has its own directx shape drawer instead of OpenGL and yes you can turn wireframe on.
Source comes with my demo hope that helps.
Would you want to take a look at my DirectX Bullet powered demo over at my site:
http://programmingmind.com/bullet-physics-using-directx
It has its own directx shape drawer instead of OpenGL and yes you can turn wireframe on.
Source comes with my demo hope that helps.
- Mon Feb 23, 2009 1:53 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: a few major issues (penetration/stuck etc.)
- Replies: 4
- Views: 6883
Re: a few major issues (penetration/stuck etc.)
Hi Erwin! Thanks for noticing my app / issues. I can see that you have merged my threads, do you think its okay if I retain a copy of my demo show case thread over at the "Games or Demos using Bullet" forum? Or else this will get buried and I like to share my demo with the community. Thanks.
- Sun Feb 22, 2009 5:56 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: a few major issues (penetration/stuck etc.)
- Replies: 4
- Views: 6883
Character controller issue
Hi Erwin I have released my Bullet powered DirectX demo and one of the major issues(there were 3) was (still) the character controller capsule shape sticking to a triangle mesh shapes. I have screen shots and video over at my site showing these major issues and I have opened a thread about it here a...
- Sun Feb 22, 2009 5:51 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: how can i use btIDebugDraw in my application?
- Replies: 1
- Views: 3284
Re: how can i use btIDebugDraw in my application?
Hi
I didn't derived from btIDebugDraw per se but I created my own DirectX shape drawer similar to the sample sdk OpenGl drawer, you can find at my site.
Hope that helps.
I didn't derived from btIDebugDraw per se but I created my own DirectX shape drawer similar to the sample sdk OpenGl drawer, you can find at my site.
Hope that helps.
- Mon Feb 16, 2009 12:13 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: a few major issues (penetration/stuck etc.)
- Replies: 4
- Views: 6883
a few major issues (penetration/stuck etc.)
Hi I just released my Bullet powered DirectX demo - http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=17&t=3219 Unfortunately, it (still) suffers from 3 major issues. 1. the penetration of fast moving rigid bodies with the triangle mesh shape - http://www.bulletphysics.com/Bullet/phpBB3...
- Mon Feb 16, 2009 12:02 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: a few major issues (penetration/stuck etc.)
- Replies: 4
- Views: 6883
my own DirectX rigid bodies demo
Hey guys Here's my own contribution - a Bullet physics powered DirectX demo. http://www.programmingmind.com/system/files/images/bullet+physics.jpg I used these Bullet features on my demo: Rigid bodies using most common shapes Kinematic character controller Heightfield Terrain shape BvhTriangleMeshSh...