Search found 7 matches
- 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: 5573
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...
- 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: 12668
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...
- Mon Jul 19, 2010 11:13 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Trying to compile bullet for android
- Replies: 11
- Views: 14175
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 so...
- Mon Jul 19, 2010 10:47 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Roulette physics
- Replies: 8
- Views: 10479
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...
- Fri Jul 16, 2010 1:54 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btConvexTriangleMeshShape raycasting question
- Replies: 4
- Views: 3610
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 no...
- Mon Jul 12, 2010 2:20 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Determinism issue on ARM platform
- Replies: 2
- Views: 3234
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.
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.
- Sat Jul 10, 2010 10:05 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Determinism issue on ARM platform
- Replies: 2
- Views: 3234
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...