Search found 14 matches
- Mon Oct 20, 2014 10:03 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Bullet physics in casinos / pubs / clubs
- Replies: 0
- Views: 9999
Bullet physics in casinos / pubs / clubs
Atlas Gaming are using Bullet Physics for simple effects in their slot machines (found in pubs/clubs/hotels/casinos in Australia): Typical uses will be: - a fountain of coins, with collision which react to players touch input - soft body collision (flags) which also react to players touch input We u...
- Tue Aug 07, 2012 10:54 pm
- Forum: Release Announcements
- Topic: Bullet 2.80 SP1 release :OpenCL rigid bodies & Android
- Replies: 17
- Views: 212909
Re: Bullet 2.80 SP1 release :OpenCL rigid bodies & Android
XCode 4.4 warnings (clang compiler) :roll: 1) btBox2DBox2DCollisionAlgorithm.cpp, line 371 - unused variable dv 2) btConvexConvexAlgorithm.cpp, line 317, 318 - unused variables localScalingA, localScalingB 3) btInternalEdgeUtility.cpp, line 485 - unused variable center 4) SphereTriangleDetector.cpp,...
- Tue Oct 26, 2010 10:03 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btVector3.rotate()
- Replies: 1
- Views: 3693
btVector3.rotate()
Hi. I seem to have stumbled onto an error with btVector3, the rotate() function in LinearMath/btVector3.h line 493. I've stumbled onto this while trying to apply a directional impulse at a particular point. If I have a point (-2, -1, 0) which I want to rotate around an axis (eg. 0, 0, 1), there seem...
- Thu Sep 17, 2009 6:34 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Some collisions not working on 2.75
- Replies: 7
- Views: 6938
Re: Some collisions not working on 2.75
LinearMath/btQuickprof.h/line 19,
//#define BT_NO_PROFILE
//#define BT_NO_PROFILE
- Fri Sep 11, 2009 10:09 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Some collisions not working on 2.75
- Replies: 7
- Views: 6938
Re: Some collisions not working on 2.75
To avoid such problems, the optimizations has been disabled by default. Developers have to explicitly make a call to enable the optimization using ///enable optimization: only update the axis aligned bounding box of active objects world->setForceUpdateAllAabbs(false); An updated Bullet 2.75 will be...
- Fri Sep 11, 2009 9:58 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: 2.75 (1756) warnings
- Replies: 3
- Views: 3432
Re: 2.75 (1756) warnings
My mistake. The two warnings were in the header file (btMultimaterialTriangleMeshShape.h).Erwin Coumans wrote:Where is the m_triangle in line 40 or 74 of btMultimaterialTriangleMeshShape? Can't find them
Erwin
Cheers.
- Fri Sep 11, 2009 3:31 am
- Forum: General Bullet Physics Support and Feedback
- Topic: 2.75 (1756) warnings
- Replies: 3
- Views: 3432
2.75 (1756) warnings
Building bullet 2.75 for iPhone (3.1) has the following 6 warnings. Hey, we're converging in the right direction :) 1) BulletCollision/CollsisionShapes/btMultimaterialTriangleMeshShape.cpp line 40, unused variable m_triangle 2) BulletCollision/CollsisionShapes/btMultimaterialTriangleMeshShape.cpp li...
- Wed Sep 09, 2009 11:14 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Warnings in 2.75 RC3
- Replies: 1
- Views: 2432
Warnings in 2.75 RC3
I'm using Bullet for my iPhone projects, and there are 20 warnings issued by GCC4.2. I'm posting them here hoping that someone will look into them (BTW the Static Analysis tools for Snow Leopard show no issues for Bullet - yay). Freetype, however ... 1) CollisionDispatch/btConvexConvexAlgorithm.cpp,...
- Tue Sep 01, 2009 8:52 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btHeightfieldTerrainShapes or equivalent approach
- Replies: 4
- Views: 4185
Re: btHeightfieldTerrainShapes or equivalent approach
I'm rendering a 771x723 multitextured terrain and using Bullet physics on the iPhone, and I get around 45fps. Other than an occassional tunnelling effect where my fast moving objects penetrate terrain, performance of btHeightfieldTerrainShape on the iPhone is great.
- Wed Jul 15, 2009 10:32 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet 2.75-rc3 build errors AND CONGRATULATIONS TO ERWIN!
- Replies: 5
- Views: 5594
Re: Bullet 2.75-rc3 build errors (with patches)
Congratulations, Erwin. Knowing dad, the little one will be submitting patched soon
Well done, mate.
Well done, mate.
- Wed Jul 15, 2009 9:32 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Compensating for Roll of btRigidBody
- Replies: 1
- Views: 2514
Re: Compensating for Roll of btRigidBody
I have a similar problem (applying torque to change roll also changes the pitch in subsequent calls) which introduces instability in my object controller. I believe that I've identified the problem - the torque I'm calculating is object relative, while when calling btRigidBody::applyTorqueImpulse() ...
- Sun Jul 12, 2009 10:57 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btmatrix3x3: Difference between getEulerYPR and getEulerZYX
- Replies: 3
- Views: 3889
Re: btmatrix3x3: Difference between getEulerYPR and getEulerZYX
I'm using 2.75rc3, and they are different. getEulerYPR has 3 calculations and sign adjustment. getEulerZYX has additional code for singularity detection and gimbal locks. Since I'm new to Bullet, I didn't know which one to select, and tested both, and was suprised to see that they both returned the ...
- Sun Jul 12, 2009 4:26 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btmatrix3x3: Difference between getEulerYPR and getEulerZYX
- Replies: 3
- Views: 3889
btmatrix3x3: Difference between getEulerYPR and getEulerZYX
Hello. I'm relatively new to Bullet, and have found that these 2 methods (btMatrix3x3::getEulerYPR and btMatrix3x3::getEulerZYX) for my datasets produce the same results. I'm just curious as to why there are 2 methods which apparently do the same thing and end up with the exact same result. Cheers.
- Sat Jul 11, 2009 5:09 am
- Forum: General Bullet Physics Support and Feedback
- Topic: apply impulse to btSoftBody
- Replies: 2
- Views: 4711
Re: apply impulse to btSoftBody
I made the classic blunder of trying to figure out why none of my forces acted on a falling object (I'm trying to get a helicopter to hover). Imagine my embarassment when I figured out that a force of (0,0,10) will do little to an object of mass 7,500km :) Newton must be rolling in his grave after I...