Search found 35 matches
- 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: 119489
Re: Bullet 2.77 is released! OpenCL & DX11 cloth, 3ds Max pl
Erwin? Could you please comment any of these?
- 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: 119489
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...
- 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: 119489
Re: Bullet 2.77 is released! OpenCL & DX11 cloth, 3ds Max pl
Very-very-very nice additions!! Downloading now!
- Wed Sep 22, 2010 6:38 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Limit softbody deformations
- Replies: 10
- Views: 14252
Re: Limit softbody deformations
Unfortunately, creating our own cloth will kill the project. That is why i need to find another way around.
- Sat Sep 18, 2010 6:44 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Limit softbody deformations
- Replies: 10
- Views: 14252
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.
- Thu Sep 16, 2010 7:05 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Limit softbody deformations
- Replies: 10
- Views: 14252
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...
- Wed Sep 15, 2010 1:04 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Limit softbody deformations
- Replies: 10
- Views: 14252
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...
- Tue Sep 14, 2010 8:06 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Limit softbody deformations
- Replies: 10
- Views: 14252
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...
- Mon Aug 09, 2010 11:36 am
- Forum: General Bullet Physics Support and Feedback
- Topic: rayTest() false hits
- Replies: 7
- Views: 7372
Re: rayTest() false hits
Thanks! So i'll take a look at it.
- Sat Aug 07, 2010 8:06 am
- Forum: General Bullet Physics Support and Feedback
- Topic: rayTest() false hits
- Replies: 7
- Views: 7372
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.
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.
- Wed Aug 04, 2010 10:49 am
- Forum: General Bullet Physics Support and Feedback
- Topic: rayTest() false hits
- Replies: 7
- Views: 7372
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...
- Wed Aug 04, 2010 6:33 am
- Forum: General Bullet Physics Support and Feedback
- Topic: rayTest() false hits
- Replies: 7
- Views: 7372
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?
- Tue Aug 03, 2010 12:14 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: rayTest() false hits
- Replies: 7
- Views: 7372
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...
- 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: 5253
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!
Thank you!
- Sat Jul 03, 2010 6:34 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Proper convex hull creation
- Replies: 5
- Views: 5253
Re: Proper convex hull creation
Anyone?