Hi again,
My problem is still not solved. Please help me.
nokto.-
Search found 8 matches
- Thu Jul 23, 2009 11:45 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Fast moving kinematic objects
- Replies: 1
- Views: 2182
- Tue Jul 21, 2009 12:02 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Jumpy kinematic->dynamic collisions at small timesteps
- Replies: 17
- Views: 19218
Re: Jumpy kinematic->dynamic collisions at small timesteps
Hi again,
Isn't running your app at 60fps not an option? If it isn't, I'd try to test it anyway, to see if the problem solves. If it does, we'll have to work around it.
nokto.-
Isn't running your app at 60fps not an option? If it isn't, I'd try to test it anyway, to see if the problem solves. If it does, we'll have to work around it.
nokto.-
- Mon Jul 20, 2009 10:01 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Jumpy kinematic->dynamic collisions at small timesteps
- Replies: 17
- Views: 19218
Re: Jumpy kinematic->dynamic collisions at small timesteps
Hi Kate, I had the same problem before in my app, or something very similar, and, as you point, it was caused by the fact I updated my objects' position in my world more often than in the bullet world. Have you tried to step your simulation at the same rate you update your objects' position? say, on...
- Sun Jul 19, 2009 9:49 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Fast moving kinematic objects
- Replies: 1
- Views: 2182
Fast moving kinematic objects
Hi everyone, I'm having problems programming a fast moving character in my game. It penetrates walls, sometimes going through them, as it increases speed. I have read other topics such like this one that talk about bullets or similar fast moving objects, those being always Rigid Bodies (if i underst...
- Fri Jul 17, 2009 10:17 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Simplest possible C/D between two objects?
- Replies: 7
- Views: 6694
Re: Simplest possible C/D between two objects?
If pManifold == NULL then the objects didn't collide. Anyway, seriously, if your world is wide or you're calling this code quite often, I wouldn't recommend it as it creates memory leaks.dwells254lb43 wrote:I have a question about that snippet of code posted by Dom, when do you know if it collided or not?
nokto.-
- Thu Jul 16, 2009 6:22 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Simplest possible C/D between two objects?
- Replies: 7
- Views: 6694
Re: Simplest possible C/D between two objects?
Looking at your code, I don't really see a mistake. Did you call performDiscreteCollisionDetection() before? However, the general approach is probably a little overkill, testing the whole scenery just for two bodies... The way I do collision detection between two objects is this. btCollisionAlgorit...
- Fri Apr 17, 2009 11:10 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: kinematic controllers with compound shapes
- Replies: 2
- Views: 2701
Re: kinematic controllers with compound shapes
Thank you very much for the fast feedback. The problem is solved and it saved my life today.
nokto.
nokto.
- Fri Apr 17, 2009 12:21 am
- Forum: General Bullet Physics Support and Feedback
- Topic: kinematic controllers with compound shapes
- Replies: 2
- Views: 2701
kinematic controllers with compound shapes
Hi everyone, I have been working on Bullet for a few days and I got stucked with something strange. As far as know, kinematic controllers are meant to move user controlled collision objects, such as players, enemies or moving platforms. I'm working on a game where I need to move, rotate and do diffe...