Search found 225 matches

by xexuxjy
Mon Dec 07, 2015 8:20 pm
Forum: General Bullet Physics Support and Feedback
Topic: [SOLVED]ContactTest with btCollisionObjects
Replies: 3
Views: 8004

Re: ContactTest with btCollisionObjects

Can you post some more of your setup code, and ideally your stacktrace on crashing?
by xexuxjy
Mon Dec 07, 2015 1:41 pm
Forum: General Bullet Physics Support and Feedback
Topic: Collision problems with btTriangleMesh
Replies: 7
Views: 15725

Re: Collision problems with btTriangleMesh

Have you had a look at the InternalEdgeUtility and the InternalEdgeDemo ? It might help with the problem by 'smoothing' the normals between the triangles.

http://www.bulletphysics.org/Bullet/php ... 03&start=0
by xexuxjy
Mon Nov 16, 2015 2:19 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet on XNA
Replies: 61
Views: 566417

Re: Bullet on XNA

Have a look at the kinematicCharacterController for a reasonable starting point on going up stairs and the like, though you can spend as much time tweaking that for your game as you can on a new physics engine , or it feels like that at times. Can see why people often cheat and have stairs done as a...
by xexuxjy
Mon Nov 16, 2015 11:47 am
Forum: General Bullet Physics Support and Feedback
Topic: Bullet on XNA
Replies: 61
Views: 566417

Re: Bullet on XNA

I avoided unsafe as at the time I wanted it to work on the 360 as well, so unsafe wasn't an option. Was very tempted at times to try with a separate unsafe branch as well though. Surprised that the hash is showing up with occasional randoms, internalAddPair should swap proxy0 and proxy1 if necessary...
by xexuxjy
Fri Nov 06, 2015 5:26 pm
Forum: General Bullet Physics Support and Feedback
Topic: Deleting RigidBodies
Replies: 2
Views: 6875

Re: Deleting RigidBodies

Where about's does it crash exactly? do you always have a motionstate on the bodies?
by xexuxjy
Mon Oct 26, 2015 10:14 am
Forum: General Bullet Physics Support and Feedback
Topic: btTransform vs custom transform representation
Replies: 6
Views: 11306

Re: btTransform vs custom transform representation

What you probably want to do is create a subclass of btMotionState - it's main aim is to allow you to synchronize between your existing code and bullets internals.
by xexuxjy
Wed Oct 21, 2015 3:32 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet on XNA
Replies: 61
Views: 566417

Re: Bullet on XNA

No particular reason for lack of softbody work - just didn't get round to it at the time. Would be interesting to look at the conversion of operators to methods, wasn't particularly aware at the time of the performance differences for them. Does move a bit away from trying to make things 'match' the...
by xexuxjy
Tue Oct 20, 2015 11:06 am
Forum: General Bullet Physics Support and Feedback
Topic: While porting this I found this...
Replies: 19
Views: 46371

Re: While porting this I found this...

Definitely. I ran it a lot with the JetBrains tools and the early versions generated a lot of garbage which the pools helped almost completely eradicate. Some of the common vector functions (dot,cross and so on) also are 'unrolled' to avoid some extra function calls. The biggest thing that I wished ...
by xexuxjy
Tue Oct 20, 2015 8:06 am
Forum: General Bullet Physics Support and Feedback
Topic: While porting this I found this...
Replies: 19
Views: 46371

Re: While porting this I found this...

Yeah it's pretty stale, but then bullet 2 hasn't really moved on much in that time :) There's a lot of stuff in the port for pooling frequent objects and an attempt to pass by structs's by reference where possible which helps a lot in terms of memory usage and general performance. It should work und...
by xexuxjy
Mon Oct 19, 2015 11:46 am
Forum: General Bullet Physics Support and Feedback
Topic: While porting this I found this...
Replies: 19
Views: 46371

Re: While porting this I found this...

Hmm, bullet xna is a pure c# implementation no native code. And yes some of the concepts are a real pain , you've already seen the pointer arithmetic, also the code for constraints is a real headache......
by xexuxjy
Mon Oct 19, 2015 10:42 am
Forum: General Bullet Physics Support and Feedback
Topic: While porting this I found this...
Replies: 19
Views: 46371

Re: While porting this I found this...

Out of interest , what are you porting to - saw a few references to c# in your earlier comments. If it's that , then you might want to have a look at :

https://code.google.com/p/bullet-xna/
and
https://code.google.com/p/bulletsharp/
by xexuxjy
Fri Oct 16, 2015 4:36 pm
Forum: General Bullet Physics Support and Feedback
Topic: While porting this I found this...
Replies: 19
Views: 46371

Re: While porting this I found this...

puzzled me as well to the point where I had to look it up :)
seems like neib is short for neighbour, maybe..
https://people.sc.fsu.edu/~jburkardt/c_ ... _neib.html
by xexuxjy
Thu Oct 15, 2015 11:36 am
Forum: General Bullet Physics Support and Feedback
Topic: While porting this I found this...
Replies: 19
Views: 46371

Re: While porting this I found this...

does it? one seems to be point and one seems to be normal?
by xexuxjy
Thu Oct 15, 2015 10:53 am
Forum: General Bullet Physics Support and Feedback
Topic: Dynamic btHeightfieldTerrainShape causing jittered collision
Replies: 6
Views: 13011

Re: Dynamic btHeightfieldTerrainShape causing jittered colli

That still seems a little bit 'bouncy' for what doesn't seem like much deflection in the height field.
Have you tried playing with restitution for you ship a bit ? might get things a little smoother.