Search found 11 matches

by ghiboz
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

Re: adding and removing runtime collisions cause crash

here is the issue I reached to get in debug mode:
Image
by ghiboz
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
by ghiboz
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...
by ghiboz
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
by ghiboz
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...
by ghiboz
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...
by ghiboz
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
by ghiboz
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:

Code: Select all

1 / body->getInvMass()
I read about 1500kg, so in my mind the value must be about 1020kg....

why this

thanks in advance!
by ghiboz
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 :wink:
by 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