Search found 13 matches

by jorrit
Mon Nov 12, 2012 1:14 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: First Alpha Release of AresEd 0.0.2
Replies: 0
Views: 4851

First Alpha Release of AresEd 0.0.2

Hi all, this is relevant here because AresEd uses Bullet for physics. I'd like to announce the very first release of AresEd. Before getting too excited however I'd like to warn everyone that this is still an alpha release. It is far from a finished product and there are many known (and very likely u...
by jorrit
Fri Feb 10, 2012 2:06 pm
Forum: General Bullet Physics Support and Feedback
Topic: How to implement grabbing of objects?
Replies: 7
Views: 8159

Re: How to implement grabbing of objects?

@jorrit I'm currently doing the same thing you are, and I have some question regarding how you did the p2p-constraint, as my way of doing it give some... funny results? :) I'm attaching the "lift" object to a static collisionObject in (0,0,0), and setting the static's object pivot-point t...
by jorrit
Thu Feb 02, 2012 5:27 am
Forum: General Bullet Physics Support and Feedback
Topic: How to implement grabbing of objects?
Replies: 7
Views: 8159

Re: How to implement grabbing of objects?

Hmm it seems these settings do improve matters however not fully. No matter what parameters I set it is still possible to slightly get the door out of its hinges and if you pull long enough you will eventually get bigger problems. I'm thinking this might fundamentally not be the right way to handle ...
by jorrit
Wed Feb 01, 2012 8:30 am
Forum: General Bullet Physics Support and Feedback
Topic: How to implement grabbing of objects?
Replies: 7
Views: 8159

How to implement grabbing of objects?

Hi all, I'm currently using Bullet (in combination with my 3D engine Crystal Space) and I would like to have realistic grabbing of objects. I don't know if any of you are aware of the games Penumbra or Amnesia: The Dark Descent? In that game you have a first person camera and you can grab objects by...
by jorrit
Wed Nov 07, 2007 8:03 am
Forum: General Bullet Physics Support and Feedback
Topic: Jam install for GIMPACT
Replies: 1
Views: 2436

Jam install for GIMPACT

I have a bit of a problem. Seems that 'jam install' doesn't install the needed stuff to get GImpact extension to work. For example, in the installed 'include' directory there is no mention at all of btGImpactMeshShape. The only GImpact class that is mentioned is 'btGImpactConvexDecompositionShape'. ...
by jorrit
Wed Nov 07, 2007 7:11 am
Forum: General Bullet Physics Support and Feedback
Topic: Need help using btBvhTriangleMeshShape
Replies: 6
Views: 6039

Re: Need help using btBvhTriangleMeshShape

Can we add such feature request? I think it is good to encourage users to make more efficient use of the rigid body API. It would be best to also add convex mesh support to your content pipeline. Blender 3D modeler has a feature to flag meshes as 'convex' as supposed to concave, and its COLLADA Phy...
by jorrit
Tue Nov 06, 2007 3:34 pm
Forum: General Bullet Physics Support and Feedback
Topic: Need help using btBvhTriangleMeshShape
Replies: 6
Views: 6039

Re: Need help using btBvhTriangleMeshShape

Well that would require extending our api which is possible. But in any case, the general case of moving concave meshes also has to be supported.

Greetings,
by jorrit
Tue Nov 06, 2007 3:07 pm
Forum: General Bullet Physics Support and Feedback
Topic: Need help using btBvhTriangleMeshShape
Replies: 6
Views: 6039

Re: Need help using btBvhTriangleMeshShape

I have no specific case but having generic mesh rigid bodies is part of our physics api so I can assume that people are using it in some cases. I'm just implementing our physics API and this is part of it.

Greetings,
by jorrit
Tue Nov 06, 2007 8:35 am
Forum: General Bullet Physics Support and Feedback
Topic: Need help using btBvhTriangleMeshShape
Replies: 6
Views: 6039

Need help using btBvhTriangleMeshShape

Hi all, I want to create a rigid body using a general triangle mesh instead of a primitive. I think btBvhTriangleMeshShape is the class I should use but it is unclear to me how I should use it. None of the demos is using this class as far as I can see. Is there some example code? Greetings and thanks,
by jorrit
Mon Nov 05, 2007 7:40 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Crystal Space and Bullet
Replies: 0
Views: 4498

Crystal Space and Bullet

Hi all, The latest development version of Crystal Space (i.e. very recent 1.3) now has updated support for Bullet 2.64. The support is not complete yet. We still have to wrap several parts of our physics API to Bullet but the basic rigid body support for boxes and spheres is working. For people who ...
by jorrit
Fri Nov 02, 2007 2:06 pm
Forum: General Bullet Physics Support and Feedback
Topic: How to change friction on a rigidbody
Replies: 8
Views: 6631

Re: How to change friction on a rigidbody

I don't know what kind of editor you're using, but personally I just use MSVC's 'go to definition' and 'find all references' features.. barring that, the header files are pretty clean and straightforward. I gave up on the doxygen a while ago :P I use vi. I don't have MSVC and also MSVC doesn't work...
by jorrit
Fri Nov 02, 2007 1:52 pm
Forum: General Bullet Physics Support and Feedback
Topic: How to change friction on a rigidbody
Replies: 8
Views: 6631

Re: How to change friction on a rigidbody

Ah apparently there is a setFriction() but it isn't mentioned in the doxygen documentation on the site. Where can I find more up-to-date documentation btw? I also noticed that for example btSphereShape isn't mentioned in that online documentation.

Greetings,
by jorrit
Fri Nov 02, 2007 1:45 pm
Forum: General Bullet Physics Support and Feedback
Topic: How to change friction on a rigidbody
Replies: 8
Views: 6631

How to change friction on a rigidbody

Hi all,

You can set friction on a rigid body in the constructor but I see no way to change it later at runtime. Is this possible?

Greetings,