Search found 27 matches
- Tue Dec 13, 2011 8:35 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: driving game
- Replies: 32
- Views: 54894
Re: driving game
Hi, The normals, positions and indices I used came from the collision mesh for my road. There's a lot of work not really mentioned in my article: you need to implement a btStridingMeshInterface class to provide the normals, implement ray-cast callbacks, and the vehicle ray-caster to override the whe...
- Thu Nov 04, 2010 8:30 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Blood Drive uses Bullet
- Replies: 2
- Views: 9526
Blood Drive uses Bullet
Hi everyone, Blood Drive for PS3 and Xbox 360 uses Bullet. Trailers here:: http://www.gametrailers.com/game/blood-drive/13910 Blood Drive is a car combat, zombie running-over kind of game. Press Release: http://www.gamasutra.com/view/pressreleases/64878/Activisionrsquos_Blood_DriveTM_infects_stores_...
- Mon Nov 01, 2010 11:32 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Autonomous driving
- Replies: 8
- Views: 6126
Re: Autonomous driving
We use Detour (http://code.google.com/p/recastnavigation/) for navmesh generation and path finding. To make a vehicle drive, you need to: 1. Work out what direction to go (eg path find) 2. Set your steering so that the wheels point in the direction you want to go. 3. Tune the engine force/steering s...
- Fri Jun 11, 2010 9:04 am
- Forum: General Bullet Physics Support and Feedback
- Topic: VFP optimizations for iPhone ARM
- Replies: 11
- Views: 13322
Re: VFP optimizations for iPhone ARM
If you are porting the constraint solver, there are a couple of improvements you can make for most vector units: 1. The dot products are not usually implemented in hardware very well. Instead of dot(n, v1) - dot(n, v2) + dot(pxn1, w1) + dot(pxn2, w2), you can write: dot( n * v1 - n * v2 + pxn1 * w1 ...
- Wed Jun 09, 2010 3:30 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: driving game
- Replies: 32
- Views: 54894
Re: driving game
castRay performs a ray-cast, which returns the triangle index, part id, collision object, and hit position of the end of the ray.
You can use the triangle index to work out which vertices form the hit triangle.
You can use the triangle index to work out which vertices form the hit triangle.
- Sun Dec 13, 2009 10:08 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bumpy triangle meshes
- Replies: 71
- Views: 71861
Re: Bumpy triangle meshes
All my world meshes are one-sided, so I always use the triangle normal (even if collision_normal.dot(tri_normal) < 0.0)
I think instrumenting the edges is probably the way to go though, but I couldn't afford the memory or time to investigate it.
I think instrumenting the edges is probably the way to go though, but I couldn't afford the memory or time to investigate it.
- Wed Dec 02, 2009 9:54 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bumpy triangle meshes
- Replies: 71
- Views: 71861
Re: Bumpy triangle meshes
I found when using the triangle normal that the contact point had to be reprojected. Otherwise the contact would break since the movement orthogonal to (new) normal was too large: /// Changes a btManifoldPoint collision normal to the normal from the mesh. static void FixMeshNormal(btManifoldPoint&am...
- Fri Nov 13, 2009 4:24 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: HotWheels: Battle Force 5 for Wii uses Bullet
- Replies: 0
- Views: 7721
HotWheels: Battle Force 5 for Wii uses Bullet
HotWheels: Battle Force 5 for Wii uses Bullet for collision detection, dynamics, and vehicle simulation. Official Page: http://www.activision.com/index.html#gamepage|en_US|gameId:BF5&brandId:BattleForce5 HotWheels is a driving adventure game. There are 16 different vehicles, ranging from one whe...
- Mon Nov 09, 2009 5:16 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: driving game
- Replies: 32
- Views: 54894
Re: driving game
It's good to hear that it's working!
Adding it by default to Bullet probably requires some quite invasive changes. It's quite a bit of work just for vehicle simulation. I think you'd only want to add it to the 'mesh' shapes: the bvh tri mesh shape, and the heightfield terrain shape.
Adding it by default to Bullet probably requires some quite invasive changes. It's quite a bit of work just for vehicle simulation. I think you'd only want to add it to the 'mesh' shapes: the bvh tri mesh shape, and the heightfield terrain shape.
- Wed Nov 04, 2009 9:36 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: How to access Wii and Xbox360
- Replies: 2
- Views: 5541
Re: How to access Wii and Xbox360
Yes, porting Bullet to a new platform is pretty easy. You just need to throw all the source into a project, and go through btScalar.h adding implementations for your compiler.
- Wed Nov 04, 2009 12:51 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: driving game
- Replies: 32
- Views: 54894
Re: driving game
It seems weird that you're getting coordinates outside the triangle. I'm using btBvhTriangleMesh shape, and I get valid positions. I was thinking also, when overriding these things, it should also be possible to use a normal map and return a normal from that... a bit more math required though. Anyon...
- Fri Oct 30, 2009 12:55 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: driving game
- Replies: 32
- Views: 54894
Re: driving game
:?: I suspect everyone "pushes" their vehicles rather than torquing the wheels. True? If you're setting m_engineForce, then that's effectively the torque from the wheels. This is clamped to the friction limits and applied to the chassis. This is good, because it's simple and easy. It does...
- Thu Oct 29, 2009 8:23 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: driving game
- Replies: 32
- Views: 54894
Re: driving game
The force is clamped after mass is factored in, so you are probably hitting the maximum suspension impulse limits (I've upped the 6000 limit to 100000). Our lightest vehicle's mass is 500kg, and the heaviest is 4000kg. The suspension stiffness ranges from 10.0 to 200.0. It's good to know my notes ar...
- Wed Oct 28, 2009 8:45 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: driving game
- Replies: 32
- Views: 54894
Re: driving game
The suspension force also depends on the contact normal, so it smooths out the bump on polygon edges.
- Wed Oct 28, 2009 8:29 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Vehicle suspension question
- Replies: 6
- Views: 5419
Re: Vehicle suspension question
Thank you kester. I have noticed the one down fall to that code which is that if the vehicle is stationary, the suspension will gradually drop until the chassis touches. I was just curious to see if you had worked out some way to prevent that? Also, I just wanted to say, excellent notes and comment...