Search found 66 matches
- Mon May 13, 2013 9:02 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Problem with btCompoundShape
- Replies: 2
- Views: 4314
Re: Problem with btCompoundShape
check the fractureDemo, it does remove shapes from compounds based on impacts
- Tue Apr 09, 2013 8:18 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet Fluids
- Replies: 3
- Views: 5463
Re: Bullet Fluids
as far as I know this is the latest implementation :
https://github.com/rtrius/Bullet-FLUIDS
based on fluids v.2
There is also fluids v.3 but don't think there's a bullet implementation for it as of now
https://github.com/rtrius/Bullet-FLUIDS
based on fluids v.2
There is also fluids v.3 but don't think there's a bullet implementation for it as of now
- Thu Feb 21, 2013 8:44 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Which constraint to keep a fixed distance between bodies?
- Replies: 1
- Views: 3576
Re: Which constraint to keep a fixed distance between bodies
Point2Point constraint is what you want
- Fri Feb 08, 2013 12:42 am
- Forum: Release Announcements
- Topic: Bullet 2.78 released: FractureDemo, CCD,SAT contact clipping
- Replies: 6
- Views: 108942
Re: Bullet 2.78 released: FractureDemo, CCD,SAT contact clip
From here :
http://code.google.com/p/bullet/downloads/list
either the zipped version or you can checkout the trunk directly
http://code.google.com/p/bullet/downloads/list
either the zipped version or you can checkout the trunk directly
- Thu Jan 24, 2013 4:25 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Simple callback question
- Replies: 6
- Views: 9710
Re: Simple callback question
for the casting issue, bullet has recently switched from btCollisionObject to btCollisionObjectWrapper, casting you current function will likely crash when accessing the collision object if you use a recent cut then your callback function should be of this prototype : bool contactAddedCallbackBullet...
- Tue Jan 22, 2013 6:52 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Simple callback question
- Replies: 6
- Views: 9710
Re: Simple callback question
Why isn't gContactAdded not working for you ?
It's called when a new contact is added to the world,
check that either of the rbd pointer is your sphere,
and that should be it ?
It's called when a new contact is added to the world,
check that either of the rbd pointer is your sphere,
and that should be it ?
- Tue Dec 04, 2012 12:10 am
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Bullet dynamica crash when opening scenes
- Replies: 5
- Views: 12644
Re: Bullet dynamica crash when opening scenes
if you launch maya from a shell with :
maya -d gdb
you should get a stacktrace upon crashing
maya -d gdb
you should get a stacktrace upon crashing
- Sat Dec 01, 2012 9:39 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Bullet dynamica crash when opening scenes
- Replies: 5
- Views: 12644
Re: Bullet dynamica crash when opening scenes
out of curiosity, do you have a stacktrace of the crash ?
on scene load maya nodes are sometimes not completly ready
so most of the operations have to be delayed until the loading
is finished, really not sure without a stack trace but could be the cause.
on scene load maya nodes are sometimes not completly ready
so most of the operations have to be delayed until the loading
is finished, really not sure without a stack trace but could be the cause.
- Fri Nov 30, 2012 11:44 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btSoftBody Mysteries
- Replies: 5
- Views: 6829
Re: btSoftBody Mysteries
sparseSDF for sparse Signed Distance Field is a memory structure to figure out the distance from the soft body to its environment and to handle collisions from there, sparse being opposed to a full grid, in this one the values only exists in a sparse grid to allow faster processing. Not sure I under...
- Fri Nov 30, 2012 11:38 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Body gets stuck floating after body below it is removed
- Replies: 6
- Views: 7895
Re: Body gets stuck floating after body below it is removed
which bullet version are you using ?
There was a bug recently http://code.google.com/p/bullet/source/detail?r=2593
where the companionId wasn't resetted propertly for kinematic objects
leaving some contacts alive when they should have disapeared
There was a bug recently http://code.google.com/p/bullet/source/detail?r=2593
where the companionId wasn't resetted propertly for kinematic objects
leaving some contacts alive when they should have disapeared
- Thu Nov 15, 2012 9:21 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: how do implement a collision shape that constantly change?
- Replies: 3
- Views: 4766
Re: how do implement a collision shape that constantly chang
I implemented that in our version, basically recomputing a collision shape on every frame based on the input mesh. It's not that efficient but really the only way to do it if you don't know if the topology of the mesh is changing per frame or not. Every frame I do compute new collision shape remove ...
- Fri Sep 28, 2012 8:17 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Upcoming Bullet 2.81 release, please test trunk version
- Replies: 7
- Views: 10876
Re: Upcoming Bullet 2.81 release, please test trunk version
Been running r2593 since you posted it,
and seems pretty solid, didn't notice any regression so far.
Cheers
Francois
and seems pretty solid, didn't notice any regression so far.
Cheers
Francois
- Thu Sep 20, 2012 4:26 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Major contact stability improvement
- Replies: 57
- Views: 88994
Re: Major contact stability improvement
I might have spoken too soon ... something else came up with the very latest trunk .. didn't happen before, I couldn't reproduce it in the BasicDemo scene though :/ Basically a stack of boxes being hit by a kinematic sphere, and falling down on another box. With the latest trunk some of the boxes go...
- Thu Sep 20, 2012 3:59 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Major contact stability improvement
- Replies: 57
- Views: 88994
Re: Major contact stability improvement
yep, just tested and it's all good now !
Thanks a lot for the super speedy fix !!
Francois
Thanks a lot for the super speedy fix !!
Francois
- Thu Sep 20, 2012 2:17 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Major contact stability improvement
- Replies: 57
- Views: 88994
Re: Major contact stability improvement
I'm actually getting some regression it looks like regarding friction .. The older version of Bullet we were running (2.76) seemed to work great but using the latest trunk, it looks like we're not getting any more friction at all coming from kinematic bodies. I don't actually have a basic scene to r...