here is the issue I reached to get in debug mode:
Search found 11 matches
- Mon Feb 24, 2020 9:25 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: adding and removing runtime collisions cause crash
- Replies: 4
- Views: 3063
- Mon Feb 24, 2020 9:11 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: adding and removing runtime collisions cause crash
- Replies: 4
- Views: 3063
Re: adding and removing runtime collisions cause crash
thank you! I made my `localStepSimulation` called instead `stepSimulation` in my custom `World` class
and the removing/adding is performed just before exiting the `localStepSimulation` function
and the removing/adding is performed just before exiting the `localStepSimulation` function
- Mon Feb 24, 2020 10:40 am
- Forum: General Bullet Physics Support and Feedback
- Topic: adding and removing runtime collisions cause crash
- Replies: 4
- Views: 3063
adding and removing runtime collisions cause crash
hi all! I have a strange question to fix: I'm making a racing game, and at the moment my car is a compound made by a convex hull and 4 cylinders everything works fine, but when I add and remove runtime some rigidbodies, happens that the compound is not yet a compound.. I try to explain: it assert in...
- Mon Jan 14, 2013 1:37 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: compile bullet with double precision
- Replies: 3
- Views: 3493
- Fri Jan 11, 2013 9:33 am
- Forum: General Bullet Physics Support and Feedback
- Topic: compile bullet with double precision
- Replies: 3
- Views: 3493
compile bullet with double precision
hi all!
I wish compile bullet lib with double precision... where I need to define BT_USE_DOUBLE_PRECISION?
I need to add as preprocessor definition to all the projects? (bulletCollision, bulletDynamics, bulletfileloader, linearmath..)
thanks in advance
I wish compile bullet lib with double precision... where I need to define BT_USE_DOUBLE_PRECISION?
I need to add as preprocessor definition to all the projects? (bulletCollision, bulletDynamics, bulletfileloader, linearmath..)
thanks in advance
- Sat Dec 29, 2012 2:55 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: freeze dynamics body until hit
- Replies: 0
- Views: 2491
freeze dynamics body until hit
hi all! I have this problem: I need to put a road sign over my ground collision mesh: for example suppose that the shape of the road sign is only the bar of the sign, so a vertical box. I wish that when some things collide with the box, the collision 'unfreeze' the box; I write freeze, because I nee...
- Fri May 18, 2012 1:35 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: steps to export .bullet collision from blender
- Replies: 1
- Views: 2260
Re: steps to export .bullet collision from blender
'ive seen this link http://www.youtube.com/watch?v=fv-Oq5oe8Nw&hd=1 and now I have some thing clear.. but is there a way to modify the collision properties? like for example a cilynder, a scale, a position, etc? example: http://screencast.com/t/4ZmS3Heq the barrell have the 0,0,0 on the bottom s...
- Fri May 18, 2012 12:41 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: steps to export .bullet collision from blender
- Replies: 1
- Views: 2260
steps to export .bullet collision from blender
Hi all!
i'm newbie from blender, I'm using 3ds max and I'm very interested about creating .bullet collisions to use in my project
reading somewere seems that the fastest way is to use blender to export .bullet files..
how can I do this?
is there a step by step guide to do this?
thanks in advance
i'm newbie from blender, I'm using 3ds max and I'm very interested about creating .bullet collisions to use in my project
reading somewere seems that the fastest way is to use blender to export .bullet files..
how can I do this?
is there a step by step guide to do this?
thanks in advance
- Thu Mar 15, 2012 1:34 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: measure unit of bullet
- Replies: 0
- Views: 2030
measure unit of bullet
hi all!
I have this question: in my test I noticed that my rigid body object gives a load of 10000N to the ground, but if I look this: I read about 1500kg, so in my mind the value must be about 1020kg....
why this
thanks in advance!
I have this question: in my test I noticed that my rigid body object gives a load of 10000N to the ground, but if I look this:
Code: Select all
1 / body->getInvMass()
why this
thanks in advance!
- Tue Feb 14, 2012 2:35 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: g-force of a btRigidBody
- Replies: 1
- Views: 2895
g-force of a btRigidBody
hi all! how can I calculate the longitudinal acceleration and lateral of my btRigidBody?
thanks in advance!
ghiboz
thanks in advance!
ghiboz
- Mon Oct 12, 2009 11:52 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Raycast collision
- Replies: 0
- Views: 1505
Raycast collision
Hi all!
I'm new from bullet...
I have a question about the collision...
I have a trimesh terrain and I wish check the collision hitting a ray from a point to another... which is the best way to do this???
thanks in advance
I'm new from bullet...
I have a question about the collision...
I have a trimesh terrain and I wish check the collision hitting a ray from a point to another... which is the best way to do this???
thanks in advance