Search found 32 matches
- Fri Feb 02, 2007 3:12 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Euler angle orientation of a btRigidBody
- Replies: 2
- Views: 5510
- Sun Jan 28, 2007 1:29 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet on XNA
- Replies: 61
- Views: 566446
Re: Excellent News
Same from me.starkos wrote:I just want to express my enthusiastic support for this project!
- Fri Dec 22, 2006 3:19 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Bullet Irrlicht demo
- Replies: 7
- Views: 20564
Download I've added a window to display some stats, including the btProfiler info. The demo now has wireframe display, aabbs, deactivation of obects (they go a bit darker) and shows Bullet's percentage CPU usage. I implemented the btIDebugDraw interface (obviously), but I didn't use drawLine (since...
- Wed Dec 20, 2006 10:03 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Bullet Irrlicht demo
- Replies: 7
- Views: 20564
- Tue Dec 19, 2006 11:34 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Bullet Irrlicht demo
- Replies: 7
- Views: 20564
Bullet Irrlicht demo
A small (win32, VC 7.1) demo using Irrlicht. Hit 1-6 to add objects, shoot to remove them. This is a basic framework that demonstrates loading meshes and sharing of various different collision shapes. Also a simple 'hello world' demo to get Irrlicht users started with Bullet. Download http://www.nan...
- Sat Dec 16, 2006 4:32 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision with box and mesh
- Replies: 14
- Views: 16410
It's best to use btTriangleMesh indeed. Bullet used to support 16 bits indices before, it was never used and probably disappeared during refactoring. We can add it back in, if desperately needed. Thanks, but I'll just use btTriangleMeshes - if I need btTriangleIndexVertexArrays, it would probably j...
- Sat Dec 16, 2006 1:55 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision with box and mesh
- Replies: 14
- Views: 16410
I'm curious how the index-layout is of Irrlicht? Can you describe what the incompatibility is? There does seem to be an incompatibility with the index layout in Irrlicht. Irrlicht indices are stored as arrays of unsigned shorts, and Bullet won't accept an index array of 16 bit values. I think there...
- Tue Dec 12, 2006 4:50 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision with box and mesh
- Replies: 14
- Views: 16410
Yes, there are multiple sets of indices and using subparts would solve my problem, i.e. instead of having to extract all the index / vertex data to temporary buffers. There should be no reason why the Irrlicht index / vertex data cannot be used directly. I'll give it a go now I have btTriangleIndexV...
- Tue Dec 12, 2006 10:38 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision with box and mesh
- Replies: 14
- Views: 16410
I'm working on a Bullet - Irrlicht demo. It is a basic framework that loads meshes and attaches the main Bullet collision shapes to them, hopefully it will be helpful to Irrlicht users. I thought it would be more efficient to re-use the Irrlicht vertex and index data, when it didn't work I assumed I...
- Mon Dec 11, 2006 7:19 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision with box and mesh
- Replies: 14
- Views: 16410
Re: Collision with box and mesh
Hi Folks, I have used a btTriangleIndexVertexArray object which I put into the contructor of the btBvhTriangleMeshShape object. I had a few problems setting up a btTriangleIndexVertexArray myself. If you've got a working btTriangleIndexVertexArray mesh, I'd be interested to know what values you use...
- Sat Nov 18, 2006 4:38 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Removing a rigid body
- Replies: 4
- Views: 15319
Re: Removing a rigid body
What about the btDefaultMotionState pointer (created in DemoApplication::localCreateRigidBody() )?Erwin Coumans wrote:
Please check out the BasicDemo for the right order to remove things:
Shouldn't this also be explicitly deleted?
Thanks.
- Sat Nov 18, 2006 10:42 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btConeShape orientation
- Replies: 16
- Views: 21561
I made it. I corrected btConeShape.cpp to: #ifdef WIN32 //static int coneindices[3] = {1,2,0}; [b]static int coneindices[3] = {2,1,0};[/b] #else static int coneindices[3] = {2,1,0}; #endif Now it is working. In fact cone is vertical (Y) aligned. Its bottom is at zero level.... Yep. Cone is now y-al...
- Fri Nov 17, 2006 8:07 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btConeShape orientation
- Replies: 16
- Views: 21561
Still sounds like an export issue, but maybe your problem is different to mine. If you can let me have your MAX file (I'm using MAX 7) then I could export it and see how your cone works in my game engine (I use .3ds and .X formats). Or you could try my cone: cone.max
- Fri Nov 17, 2006 7:17 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btConeShape orientation
- Replies: 16
- Views: 21561
- Fri Nov 17, 2006 6:09 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btConeShape orientation
- Replies: 16
- Views: 21561