Search found 24 matches
- Sat May 30, 2015 4:44 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Native Serialized BVH not compatible between Windows/Linux
- Replies: 2
- Views: 3593
Re: Native Serialized BVH not compatible between Windows/Lin
Hi, thank you for your answer, I thinkthis will work, according to the dna the acceleration bvh structures are actuall saved and imported in the loader. What I kinda struggle a bit with is, how can i actuall get the stored object from the importer? Eg i save a btBvhTriangleMeshShape to a buffer. I l...
- Sun May 10, 2015 8:11 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Native Serialized BVH not compatible between Windows/Linux
- Replies: 2
- Views: 3593
Native Serialized BVH not compatible between Windows/Linux
Hi, related: https://github.com/jMonkeyEngine/jmonkeyengine/issues/254 I use large MeshCollisionShapes that I save using the serialization mechanisms of bullet. If i load it on a same OS, they work flawless. However if I load them on a Window if generated on Linux or vice vesa, a native crash occure...
- Wed Feb 26, 2014 10:09 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btRaycastVehicle: vibration (braking while vehicle stopped)
- Replies: 5
- Views: 8681
Re: btRaycastVehicle: vibration (braking while vehicle stopp
So, after a little more than a year, might I try to bump this?
In reference to this:
http://hub.jmonkeyengine.org/forum/topi ... ost-261882
where a possible solution and a more detailed explanation is provided.
In reference to this:
http://hub.jmonkeyengine.org/forum/topi ... ost-261882
where a possible solution and a more detailed explanation is provided.
- Sat Oct 05, 2013 3:33 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Parsing btBulletFile really slow?
- Replies: 2
- Views: 40830
Re: Parsing btBulletFile really slow?
Hi, sorry for the late reply, I use optimized build, yes. I now use a different loading circumventing this problem, by using the bvh de/serializeinPlace with this for essentially the same data and nothing else changed the loading time is only a few ms. The bvh itself is in the file 300mb in size. Us...
- Thu Sep 19, 2013 9:27 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Parsing btBulletFile really slow?
- Replies: 2
- Views: 40830
Parsing btBulletFile really slow?
Hi, well I planned to use the serialisation of the bvh and trimesh shapes to speedup my applications start time. However currently while testing, I found the btBulletFile:parse(false) function to be unbelieavably slow, and assume I did something wrong. This goes so far, that regenerating the 1millio...
- Thu Nov 22, 2012 12:41 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Rigid Body sliding off moving kinematic platform (vsync off)
- Replies: 2
- Views: 4363
Re: Rigid Body sliding off moving kinematic platform (vsync
A probably working hack would be to determine wich impulse your player needs to move with the platform, then when it is standing on one (raycast downwards) apply this to the player. set the platforms friction to 0.
- Thu Nov 22, 2012 12:39 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Pathfinding using Bullet Raycasting
- Replies: 2
- Views: 3424
Re: Pathfinding using Bullet Raycasting
usually you don't do pathfinding with physiclogic, due to overhead? Either you have a special case, or needs to read more about pathfinding algorithms.
- Thu Nov 22, 2012 12:32 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Performance Question for Terrain
- Replies: 6
- Views: 6933
Re: Performance Question for Terrain
Ok update. I found that the refitTree(partialefit Tree) do not work reliable, wich is why i switched to regenerating the whole Meshshape if changes happen. The terrain is now tiled into blocks (eg 256x256), each needs only a few ms to be generated. On start all blocks are generated, but not attached...
- Sun Nov 18, 2012 12:33 am
- Forum: General Bullet Physics Support and Feedback
- Topic: CMakeList error?
- Replies: 3
- Views: 3794
Re: CMakeList error?
Yes, but won't the else statement turn it of again then?
- Sat Nov 17, 2012 8:54 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: CMakeList error?
- Replies: 3
- Views: 3794
CMakeList error?
Wel when using mingw unde windows, this line fails IF (APPLE OR MSVC) OPTION(BUILD_MULTITHREADING "Use BulletMultiThreading" ON) ELSE() OPTION(BUILD_MULTITHREADING "Use BulletMultiThreading" OFF) ENDIF() wich makes it impossible to build with mingw under windows. Hardchanging it ...
- Sat Nov 17, 2012 8:38 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Build error for static_cast of btCollisionObject*
- Replies: 6
- Views: 10147
Re: Build error for static_cast of btCollisionObject*
Did you try to put in a -fpermissive?
- Sat Nov 17, 2012 4:33 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Performance Question for Terrain
- Replies: 6
- Views: 6933
Re: Performance Question for Terrain
Well thats still a totest, before that I'm trying to get the still missing features to work, then I will try to optimize. Currently I have a 4kx4k grid that works (i figured, that using one data point every 4 meters is fine enough for a largescale terrain) When disabling the QuantizedAabbCompression...
- Tue Nov 13, 2012 10:39 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Performance Question for Terrain
- Replies: 6
- Views: 6933
Re: Performance Question for Terrain
Ok actually after a few tests, i must say that the optimized shape performes much better, as it seems to only need to do the more expensive operation when an object is very close to hitting it, while the terrain does stuff way before that. -> This reduces the average load quite considerably.
- Mon Nov 12, 2012 9:13 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Performance Question for Terrain
- Replies: 6
- Views: 6933
Performance Question for Terrain
Hi, I currently have a dataset of 1024x1024 points as Shorts in 1 meter distance as a grid. (It is planned to cramp that up to 16kX16k at max) Currently I use the btHeightfieldTerrainShape however I get really hard slowdowns when doing ray tests or having collisions with larger objects (eg a 100 met...
- Wed Nov 17, 2010 5:30 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: What is the current state of the C-Api?
- Replies: 1
- Views: 2527
What is the current state of the C-Api?
Well after googleing and finding mostly really outdated information, I wanted to ask, what the current status of the C-Api in bullet is. I'm mostly intrested in Primitive Shapes Compoundshape (none moving) triangleshapes (though gimpact shapes would be nice) and the vehicle constraint. Thanks for re...