Search found 19 matches
- Mon Feb 01, 2010 9:17 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Java port of Bullet
- Replies: 125
- Views: 1182091
Re: Java port of Bullet
Hi, i'm having some troubles with the IDebugDraw. here is the initialization code iDebugDraw = new JPCTDebugDraw(world, buffer); iDebugDraw.setDebugMode(DebugDrawModes.DRAW_WIREFRAME); dynamicWorld.setDebugDrawer(iDebugDraw); called in the draw loop dynamicWorld.debugDrawWorld(); the implemented IDe...
- Sun Jan 17, 2010 11:12 am
- Forum: General Bullet Physics Support and Feedback
- Topic: [solved] [jBullet] No rotation is happening
- Replies: 1
- Views: 5128
Re: [jBullet] No rotation is happening
I'ts been about a day. With some more experimenting.. I'm more stumped than before. I have done something horrific to something. So now that jBullet hates me. I have used 3 different versions of older jBullet. No success. used old version of JPCT(3d api) gone over old code that works and copied init...
- Sat Jan 16, 2010 12:32 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [solved] [jBullet] No rotation is happening
- Replies: 1
- Views: 5128
[solved] [jBullet] No rotation is happening
Edit: As I thought. I'm just an idiot that was overcomplicating things. I forgot to shape.calculateLocalInertia(mass, new Vector3d(0,0,0)); ok leave this for obscurity now :P ------------ ok, so I update jBullet to the current version on the main website http://jbullet.advel.cz/ . Update the import ...
- Thu Jan 14, 2010 4:39 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Puzzled on walking vehicles and btGeneric6DofContraint
- Replies: 2
- Views: 4624
Re: Puzzled on walking vehicles and btGeneric6DofContraint
thank you
Maybe I just got it into my head that I should split it, because it seems strange to move it like a person when it's more like a two legged tank. Though I can see it moving more like a person in walking mode.
Maybe I just got it into my head that I should split it, because it seems strange to move it like a person when it's more like a two legged tank. Though I can see it moving more like a person in walking mode.
- Thu Jan 14, 2010 4:29 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [Newbie] kinematic objects transform and updating
- Replies: 11
- Views: 13895
Re: [Newbie] kinematic objects transform and updating
Ok i'm going to look over. In the mean time heres some suggestions I couldn't find where you add Bille to the DiscreateWorld. I coudln't find the main game loop. I'm not saying they are not there, but just to make sure. Make sure all RigidBodies are added to the world. Make sure DiscreatWorld.stepSi...
- Wed Jan 13, 2010 9:33 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [Newbie] kinematic objects transform and updating
- Replies: 11
- Views: 13895
Re: [Newbie] kinematic objects transform and updating
Sorry. When you linked to the OgreMotionState I thought you were using Ogre3d. Gotcha, you using your own and used OgreMotionState as a template. " I get a transformation matrix from previous steps do you know how I can extract the gravity modifications from the matrix?" Any effects of gra...
- Tue Jan 12, 2010 11:55 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [Newbie] kinematic objects transform and updating
- Replies: 11
- Views: 13895
Re: [Newbie] kinematic objects transform and updating
It's a bad idea to use YourMotionState.get/setWorldTransform. Those function are for the internal physics step. Not so much for external use. Pretty much stick with cycling through MotionState.setKinematic(), it covers all the rotation and position setting you need. don't use RigidBody.translate(). ...
- Tue Jan 12, 2010 11:06 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Help: Collisions Arn't Working?
- Replies: 3
- Views: 4298
Re: Help: Collisions Arn't Working?
I could be wrong but from my understanding. "The btGhostObject can keep track of all objects that are overlapping By default, this overlap is based on the AABB This is useful for creating a character controller, collision sensors/triggers , explosions etc." Triggers/sensors/explosions are ...
- Tue Jan 12, 2010 10:23 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [Newbie] kinematic objects transform and updating
- Replies: 11
- Views: 13895
Re: [Newbie] kinematic objects transform and updating
Could you explain by "doesn't roll"? Does it not graphically roll? Just doesn't move? Was it moving correctly before? As for the Rendered problem. That's the suggestion I was reading when another person asked a question on how to integrate physics with a graphical api for the same type of ...
- Tue Jan 12, 2010 6:12 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Link Objects [jBullet]
- Replies: 1
- Views: 4102
Re: Link Objects [jBullet]
Use a constraint.
Depending on how you want it to rotate around you can use a Ball and Socket style, hinge or Generic6DoFContraint. There are descriptions in the manual
Depending on how you want it to rotate around you can use a Ball and Socket style, hinge or Generic6DoFContraint. There are descriptions in the manual
- Tue Jan 12, 2010 5:51 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [Newbie] kinematic objects transform and updating
- Replies: 11
- Views: 13895
Re: [Newbie] kinematic objects transform and updating
I'm a newbie too, but my suggestion. Don't move the field. Rotate the camera to simulate a tipping world. Don't kinematic any of your objects Importantly alter the gravity forces instead. world.setGravity(0,-10, 0); // balanced world.setGravity(-2, -10, 0); //tipping .... If you have a background, r...
- Tue Jan 12, 2010 10:18 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Puzzled on walking vehicles and btGeneric6DofContraint
- Replies: 2
- Views: 4624
Puzzled on walking vehicles and btGeneric6DofContraint
http://www.alexanderperkins.com/heavygear.jpg <removed embed picture link because it's annoying> That's a HeavyGear. I've been working on a prototype for a game based on these machines. Essentially heavy armored suits around 12-18 feet. With 2 forms of movement. Walking and Wheeled. The prototype i...
- Fri Mar 06, 2009 2:01 am
- Forum: General Bullet Physics Support and Feedback
- Topic: JPCT quaternion to euler problem
- Replies: 3
- Views: 6861
Re: JPCT quaternion to euler problem
NM, JPCT Primitive Box factory just drives me insane. The rotation problem is in fact that the box Y rotation isn't aligned. A box along the Y view is more like a diamond. ugg.
Thanks for your help. The suggestions provided a performance improvement none the less.
Thanks for your help. The suggestions provided a performance improvement none the less.
- Thu Mar 05, 2009 11:47 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: JPCT quaternion to euler problem
- Replies: 3
- Views: 6861
Re: JPCT quaternion to euler problem
I thought I would ask here first since I thought the difficulty would be more on getting on how to use the transform. Thanks for the tip, It animates better. Though I'm still having troubles. My current problem I'm not sure if it's a graphics rotation or a physics problem. the animation looks nice. ...
- Tue Mar 03, 2009 12:00 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: JPCT quaternion to euler problem
- Replies: 3
- Views: 6861
JPCT quaternion to euler problem
Hi well I posted a problem in the JBullet section I resolved what I was doing wrong in generel. Now instead i'm having euler problems in general. I am using euler conversion code that I have seen around. No matter what I play around with I can't get it to work. Currently i'm testing with 5 boxes sta...