Search found 26 matches
- Thu Sep 22, 2016 7:49 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Voxels collision
- Replies: 10
- Views: 16583
Re: Voxels collision
We did an Openvdb integration to bullet for a project. It uses an abstraction layer, so it probably wouldn't directly help you, but what we ended up doing to collide was generate triangles for outer edges of the voxel data, and made it work as a custom concave shape. You can find the code for it her...
- Mon May 11, 2015 9:23 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: New 6DOF Spring2 constraint spring limiting issue. Bug?
- Replies: 9
- Views: 12333
Re: New 6DOF Spring2 constraint spring limiting issue. Bug?
IresomPCH, are you saying before or after the change I made? If you step into the code, you can see where it will limit the spring value. If that if triggers, the value of the spring drops way down because of the math error, but it would drop it to a consistent value regardless of your spring value ...
- Fri May 08, 2015 11:27 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: New 6DOF Spring2 constraint spring limiting issue. Bug?
- Replies: 9
- Views: 12333
New 6DOF Spring2 constraint spring limiting issue. Bug?
Around line 788 of btGeneric6DofSpring2Constraint is the following code. //limit stiffness (the spring should not be sampled faster that the quarter of its angular frequency) if( 0.25 < angularfreq * dt) { ks = BT_ONE / dt / dt / btScalar(16.0) / m; } I believe this is incorrect, but I still have pr...
- Fri Oct 31, 2014 2:10 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Bouncy physics / Objects passing through world
- Replies: 3
- Views: 6768
Re: Bouncy physics / Objects passing through world
Have you tried to run with doubles? I had a very large world using PhysX years ago, and I had to use doubles in Bullet.
- Fri Oct 31, 2014 1:56 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Upgrading from 2.81 to 2.82 resulting in instability.
- Replies: 2
- Views: 3908
Re: Upgrading from 2.81 to 2.82 resulting in instability.
I did see that when I was diffing, but I hadn't tried it. Unfortunately, it didn't work. I appreciate the help.
- Thu Oct 23, 2014 5:16 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btGeneric6DofSpringConstraint apply torque
- Replies: 2
- Views: 6426
Re: btGeneric6DofSpringConstraint apply torque
I'm not sure what your background is, so forgive me if you are a vehicle dynamics expert, but making a decently driving vehicle is a lot more complex than jointing rolling wheels to body. That said, I'm not sure why it's hard to apply torque to the wheels. You should be able to just apply a torque d...
- Thu Oct 23, 2014 4:12 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Upgrading from 2.81 to 2.82 resulting in instability.
- Replies: 2
- Views: 3908
Upgrading from 2.81 to 2.82 resulting in instability.
I'm looking for some suggestions of what to try... I'm working on a mature driving simulation that has been using bullet since much earlier versions. It used 2.79 in its most recent last release. The vehicles in this simulation use spheres as wheels that a jointed using a combination of revolute and...
- Thu Oct 23, 2014 3:53 am
- Forum: General Bullet Physics Support and Feedback
- Topic: build Bullet on OSX 10.9
- Replies: 1
- Views: 3441
Re: build Bullet on OSX 10.9
I'm building on 2.79, 2.81, 2.82, and the 2.83/3.0 alpha on OS X 10.9 both 32bit and 64bit. I'm not seeing that error, though I do get some compile errors in the demos when building with doubles on the 2.83/3.0 alpha. I use the following bash script. rm -rf bulletBuild rm -rf installPath mkdir bulle...
- Mon Jun 06, 2011 5:16 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btKinematicCharacterController slides down hills in 2.78.
- Replies: 3
- Views: 4800
Re: btKinematicCharacterController slides down hills in 2.78
Yes, that works, but it's a bug that it slides down the hill regardless of whether you can fix it by modifying that variable. And it certainly should "work" with the default settings. That also affects everything else that uses the ccd sweeps, and I may not want to change the default for e...
- Tue May 10, 2011 2:45 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btKinematicCharacterController slides down hills in 2.78.
- Replies: 3
- Views: 4800
Re: btKinematicCharacterController slides down hills in 2.78
The more I think about it, the more I think that the version where it moves the current position back up by the interpenetration amount is better because that would allow the volume to interpenetrate along the sides as well, giving the body some fuzz, but at the same time, if the body ends up interp...
- Mon May 09, 2011 9:50 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btKinematicCharacterController slides down hills in 2.78.
- Replies: 3
- Views: 4800
btKinematicCharacterController slides down hills in 2.78.
btKinematicCharacterController character can't stand on a hill of any incline in 2.78. This was not an issue in 2.77. While there were not changes in the btKinematicCharacterController code aside from a one liner that is irrelevant, the sweep test seems to work a bit differently. The sweep in stepDo...
- Fri Feb 18, 2011 5:34 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: patch for Mingw-w64 and linux builds
- Replies: 3
- Views: 4685
Re: patch for Mingw-w64 and linux builds
The patch fixes the linux build, but the multi threading doesn't work. The multi-threaded demo won't startup even though all the other demos do, and my applications that use it don't get any collisions when running with the multi threaded using the SpuGatheringCollisionDispatcher. Anyone seen this? ...
- Fri Aug 13, 2010 1:32 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Simple implementation of Controller's jump() method
- Replies: 1
- Views: 2818
Re: Simple implementation of Controller's jump() method
Look at issue 198 in the bug tracker. There is an updated character controller in there with lots of bugs fixed and jump support added. Try that one out and see if it does what you want. If you have some better code for that, great.
- Thu Jul 22, 2010 11:58 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision-Detection with Kinetic Objects
- Replies: 1
- Views: 2956
Re: Collision-Detection with Kinetic Objects
For your latter question, to make bullets work, we essentially turned off collision detection on them, then just did a ray cast between their position the last frame and the current frame. then we would see what was hit in the middle. That was the only way to get accuracy with something moving reall...
- Thu Jul 22, 2010 11:54 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Kinematic body
- Replies: 4
- Views: 6752
Re: Kinematic body
It won't be kinematic if you want to apply a force. Actually, you would apply a torque, but you need to slow it down. You can either apply a an angular damping or have it sit on something with friction, but the latter will be harder to bend to your will .