Search found 7 matches

by Alkane
Mon Dec 06, 2010 11:00 pm
Forum: General Bullet Physics Support and Feedback
Topic: vehicle flipping over with high engine force
Replies: 4
Views: 3192

Re: vehicle flipping over with high engine force

This is a weird issue, how much force are you applying for the car to have such a strange behavior ? Btw, to retrieve informations about the wheels, you can use the getWheelInfo() method on the raycast vehicle, for example, to know if the wheel is in contact with the road you can use this code : boo...
by Alkane
Wed Jul 28, 2010 2:08 pm
Forum: General Bullet Physics Support and Feedback
Topic: Collision filtering using masking not working properly
Replies: 4
Views: 7467

Re: Collision filtering using masking not working properly

I had the same issues as you and went to the same conclusion, I assumed the wiki notes might be based on an older version of bullet and this behavior has changed. For sure, in the recent versions there's no such thing as "one way collision" like the wiki seems to imply, since bullet checks the flag ...
by Alkane
Mon Jul 19, 2010 11:13 pm
Forum: General Bullet Physics Support and Feedback
Topic: Trying to compile bullet for android
Replies: 11
Views: 8848

Re: Trying to compile bullet for android

Your Makefile seems overcomplicated, the building process has been simplified a lot in the Android NDK r4, you don't have to have to mess around with separate folders and multiple makefiles anymore, you just have to create one simple makefile in "YourProject/jni/..." and put your native source files...
by Alkane
Mon Jul 19, 2010 10:47 pm
Forum: General Bullet Physics Support and Feedback
Topic: Roulette physics
Replies: 8
Views: 4020

Re: Roulette physics

The answer is probably that your shape is somehow concave, when using a ConvexHullShape, it'll take all the points and produce some kind of bounding box out of these, (you can't have holes or acute angles on the outside, I hope you understand what i mean, i'm not a native English speaker, huh) You'l...
by Alkane
Fri Jul 16, 2010 1:54 am
Forum: General Bullet Physics Support and Feedback
Topic: btConvexTriangleMeshShape raycasting question
Replies: 4
Views: 1550

Re: btConvexTriangleMeshShape raycasting question

Of course, take a look at the RayCast demo : btCollisionWorld::ClosestRayResultCallback cb(source, destination); collisionworld->rayTest (source, destination, cb); Once you've done that, and if the ray hit something, "cb" contains everything you need such as the position of the hit, the normal of th...
by Alkane
Mon Jul 12, 2010 2:20 am
Forum: General Bullet Physics Support and Feedback
Topic: Determinism issue on ARM platform
Replies: 2
Views: 1750

Re: Determinism issue on ARM platform

Thanks that helped me solve the issue.
I was indeed applying the speed of the vehicle before calling stepSimulation() which resulted in variable results, doing it in a tick callback fixed this.
by Alkane
Sat Jul 10, 2010 10:05 pm
Forum: General Bullet Physics Support and Feedback
Topic: Determinism issue on ARM platform
Replies: 2
Views: 1750

Determinism issue on ARM platform

I'm making a small racing game for Android and decided to use Bullet as the Physics engine, so I'm using a btRaycastVehicle and some TriMesh, and so far the simulation is fine, and the speed is great. But I've encountered an issue concerning determinism, after looking into it a bit more, it seems th...