Search found 35 matches

by ca$per
Sat Sep 25, 2010 6:03 am
Forum: Release Announcements
Topic: Bullet 2.77 is released! OpenCL & DX11 cloth, 3ds Max plugin
Replies: 8
Views: 112019

Re: Bullet 2.77 is released! OpenCL & DX11 cloth, 3ds Max pl

Erwin? Could you please comment any of these?
by ca$per
Fri Sep 24, 2010 8:09 am
Forum: Release Announcements
Topic: Bullet 2.77 is released! OpenCL & DX11 cloth, 3ds Max plugin
Replies: 8
Views: 112019

Re: Bullet 2.77 is released! OpenCL & DX11 cloth, 3ds Max pl

A few questions after i made some tests with prebuilt binaries. 1. Should i press something or do something for particles demo to actually show particles? It's just i see only profiling info and a wrireframe cube. No particles inside, but FPS is low (checked with FRAPS) and it seems that they are co...
by ca$per
Fri Sep 24, 2010 7:34 am
Forum: Release Announcements
Topic: Bullet 2.77 is released! OpenCL & DX11 cloth, 3ds Max plugin
Replies: 8
Views: 112019

Re: Bullet 2.77 is released! OpenCL & DX11 cloth, 3ds Max pl

Very-very-very nice additions!! Downloading now!
by ca$per
Wed Sep 22, 2010 6:38 am
Forum: General Bullet Physics Support and Feedback
Topic: Limit softbody deformations
Replies: 10
Views: 14096

Re: Limit softbody deformations

Unfortunately, creating our own cloth will kill the project. That is why i need to find another way around.
by ca$per
Sat Sep 18, 2010 6:44 am
Forum: General Bullet Physics Support and Feedback
Topic: Limit softbody deformations
Replies: 10
Views: 14096

Re: Limit softbody deformations

Actually we are developing a sailing game, not RTS. Thus ship is controlled with keyboard, like fold/unfold sails, turn them. Only these controls. The ship is moved by the help of a special movement formula, that accounts for wind, mass, drag and many-many other parameters.
by ca$per
Thu Sep 16, 2010 7:05 am
Forum: General Bullet Physics Support and Feedback
Topic: Limit softbody deformations
Replies: 10
Views: 14096

Re: Limit softbody deformations

The "terrain" is just a meter grid )). The ship will have turning yards, falling masts, folding/unfolding sails and "tearing" ropes. And yes. 100 of them. The problem is that it is all working with a use of skinning for sails and ropes. Meaning, that wind waving animation is repe...
by ca$per
Wed Sep 15, 2010 1:04 pm
Forum: General Bullet Physics Support and Feedback
Topic: Limit softbody deformations
Replies: 10
Views: 14096

Re: Limit softbody deformations

Thanks for the tip. I tried to use pose matching, just to see how it will look, but it doesn't seem to work. And yes. If there is a possibility to limit, it should be only from one side. The problem is that when sail is bend back, it penetrates the mast. To avoid that i would have to add rigid bodie...
by ca$per
Tue Sep 14, 2010 8:06 am
Forum: General Bullet Physics Support and Feedback
Topic: Limit softbody deformations
Replies: 10
Views: 14096

Limit softbody deformations

Hi! Is it possible to somehow limit softbody deformations? I'll try to explain with pictures. Here we have sails (btSoftBody) and wind (addForce) blowing in direction of a ship: wind_1.jpg And here the ship is turned 180 degree and face the opposite direction of the wind. So the sails are bending in...
by ca$per
Mon Aug 09, 2010 11:36 am
Forum: General Bullet Physics Support and Feedback
Topic: rayTest() false hits
Replies: 7
Views: 7258

Re: rayTest() false hits

Thanks! So i'll take a look at it.
by ca$per
Sat Aug 07, 2010 8:06 am
Forum: General Bullet Physics Support and Feedback
Topic: rayTest() false hits
Replies: 7
Views: 7258

Re: rayTest() false hits

Thank you!
But the problem is, that i have no clue on which of methods to use.
Can you suggest one? What is best in terms of performance? In a scene, there might be 100+ of these objects.
by ca$per
Wed Aug 04, 2010 10:49 am
Forum: General Bullet Physics Support and Feedback
Topic: rayTest() false hits
Replies: 7
Views: 7258

Re: rayTest() false hits

Thanks for this tip. Looks like this plugin is an amazing thing! Unfortunatelly, in my case it changed the shape really much, loosing it's form: hull_angle.jpg The one to the right - is the initial mesh. Perhaps there might be some parameters, that can help or changing the mesh is the only way in th...
by ca$per
Wed Aug 04, 2010 6:33 am
Forum: General Bullet Physics Support and Feedback
Topic: rayTest() false hits
Replies: 7
Views: 7258

Re: rayTest() false hits

Looks like i found root of the problem. Some objects are not convex. But how do i make them so? I mean i just load them from file and it seems that i can't be sure, that a convex mesh will be generated properly. What can i do in this case?
by ca$per
Tue Aug 03, 2010 12:14 pm
Forum: General Bullet Physics Support and Feedback
Topic: rayTest() false hits
Replies: 7
Views: 7258

rayTest() false hits

Hi! As you can see from this video (http://www.youtube.com/watch?v=plSRY7jDbxY), rayTest() returns false hit in some cases. The ray itself is ok, because i tested it with calculating hits by hands (checking for collisions without bullet). So it is built correctly. In video, white lines are convex hu...
by ca$per
Sat Jul 03, 2010 1:47 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Proper convex hull creation
Replies: 5
Views: 5200

Re: Proper convex hull creation

Thanks. The PDF looks a little complicated to me, thus i've tried a bounding box trick and it seems that it works.
Thank you!