Search found 8 matches

by nokto
Thu Jul 23, 2009 11:45 am
Forum: General Bullet Physics Support and Feedback
Topic: Fast moving kinematic objects
Replies: 1
Views: 2182

Re: Fast moving kinematic objects

Hi again,

My problem is still not solved. Please help me.

nokto.-
by nokto
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.-
by 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...
by nokto
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...
by nokto
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?

dwells254lb43 wrote:I have a question about that snippet of code posted by Dom, when do you know if it collided or not?
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.

nokto.-
by 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...
by nokto
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.
by 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...