There is a method for controlling the slope of surfaces that character will slide or stick too:
setMaxSlope(btRadians(45.0));
The default is 45 degrees, so anything bigger than 45 will make your character slide down. Just increate the value.
My 2 cents.
Best Regards
Search found 10 matches
- Wed Aug 29, 2012 8:07 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Help with sliding character controller
- Replies: 2
- Views: 6261
- Sat Jul 28, 2012 1:11 am
- Forum: General Bullet Physics Support and Feedback
- Topic: ConvexSweepTest Keeps Failing
- Replies: 5
- Views: 6657
Re: ConvexSweepTest Keeps Failing
Hello,As a side-note, the btKinematicCharacterController has the same bug, it updates positions of the character without recalculating the AABBs and hence will miss interpenetrations..
how you update the ghost object AABBs for the btKinematicCharacterController?
Thank you
Bruno
- Fri Jul 27, 2012 4:02 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Bumpy Character Movement
- Replies: 5
- Views: 8122
Re: Bumpy Character Movement
I have the same behavior when sliding though large flat walls, the character goes doing small bumps all the way and sometimes stop, like it get stuck and a small change on direction gets its moving again.
Was you able to improbe the bumping?
Was you able to improbe the bumping?
- Thu Jul 26, 2012 3:06 am
- Forum: Release Announcements
- Topic: Bullet 2.80 SP1 release :OpenCL rigid bodies & Android
- Replies: 17
- Views: 225195
Re: Bullet 2.80 SP1 release :OpenCL rigid bodies & Android
Looks like the CharacterDemo project file for vs2008 is missing from this release .
Thanks
Bruno
Thanks
Bruno
- Mon Sep 28, 2009 2:43 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: What platform/Developement Environment to use???
- Replies: 2
- Views: 3130
Re: What platform/Developement Environment to use???
I think this will not help you too much, but I suggest using another IDE. Devcpp has tons of bugs and uses a old compiler, and it is a abandoned project (not even the devcpp developers used it) Did you try visual studio express? Its free too and bullets compiles without any problem on it, you also h...
- Fri Sep 11, 2009 8:19 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Some collisions not working on 2.75
- Replies: 7
- Views: 7022
Re: Some collisions not working on 2.75
Thats great! I updated mine here and did the testing: 1 - Disabled my changes (that updated static objects AABB) and tried it: worked without any issue 2 - Called world->setForceUpdateAllAabbs(false) and ran it again, as expected the "errors" came back 3 - Enabled my changes (now static AA...
- Fri Sep 11, 2009 5:56 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Some collisions not working on 2.75
- Replies: 7
- Views: 7022
Re: Some collisions not working on 2.75
Erwin,
this fixed the issue .
Some static objects get updated after being added to the world due to my load process, but now I simple force a AABB update when this happens.
Thank you!
Cheers
Bruno Sanches
this fixed the issue .
Some static objects get updated after being added to the world due to my load process, but now I simple force a AABB update when this happens.
Thank you!
Cheers
Bruno Sanches
- Fri Sep 11, 2009 1:38 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Some collisions not working on 2.75
- Replies: 7
- Views: 7022
Some collisions not working on 2.75
Hello folks, I just migrated to bullet 2.75 and some of my collisions stopped working. If I simple recompile my project using version 2.74 everything works fine. The collisions are between dynamic rigid bodies (boxes) and meshes, also actors (kinematic capsule) against mesh. Note that only some obje...
- Mon Feb 23, 2009 2:30 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How to disable certain bullet physics
- Replies: 4
- Views: 4902
Re: How to disable certain bullet physics
If you really need to show the bullet, switch do a kinematic body and simulate the bullet yourself, when you need it to behave like a physics object, change its body to be a normal rigid body.
- Mon Feb 02, 2009 2:29 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [Solved] gContactDestroyedCallback missing a call?
- Replies: 0
- Views: 1802
[Solved] gContactDestroyedCallback missing a call?
I am trying to implement a trigger system here using contact callbacks, but it looks like gContactDestroyed is not called when one contact point is left. I did a change on BasicDemo to reproduce the issue. Can someone please take a look on it to check if it is my mistake or possible bug? I just put ...