Search found 9 matches

by dcp
Fri Oct 22, 2010 3:19 pm
Forum: General Bullet Physics Support and Feedback
Topic: Roulette physics
Replies: 8
Views: 10085

Re: Roulette physics

So I have everything up and running but I cannot get the physics to simulate spinning a roulette bar properly. When I spin the ball it goes around the wheel many times but verrrrry slowly and after a few minutes of turtle like speeds, the ball slowly starts to move towards the center. I am doing the...
by dcp
Wed Jul 28, 2010 9:00 pm
Forum: General Bullet Physics Support and Feedback
Topic: Kinematic body
Replies: 4
Views: 6467

Re: Kinematic body

Angle = K(t)*sin(Wt)

K gain will be a function of time which will ramp to zero.
W is the frequency
t is the time.

How do I know what values to put for K, W?
by dcp
Thu Jul 22, 2010 3:54 pm
Forum: General Bullet Physics Support and Feedback
Topic: Roulette physics
Replies: 8
Views: 10085

Re: Roulette physics

I use btBvhTriangleMeshShape for the static and kinematic part of the roulette wheel. Should I use something different for the kinematic part?

I got the rotation working.

What is the best way to have the roulette ball spin around the wheel?
by dcp
Thu Jul 22, 2010 1:23 pm
Forum: General Bullet Physics Support and Feedback
Topic: Kinematic body
Replies: 4
Views: 6467

Re: Kinematic body

Angle = K(t)*sin(Wt) K gain will be a function of time which will ramp to zero. W is the frequency t is the time. How do I know what values to put for K, W? Isn't there a way to just apply a rotational force to the object and let bullet do all the work while I poll for the rotation? Sample code woul...
by dcp
Wed Jul 21, 2010 2:13 pm
Forum: General Bullet Physics Support and Feedback
Topic: Kinematic body
Replies: 4
Views: 6467

Kinematic body

I am creating a body that will rotate but I do not want it to be affected by any collision. I believe that is a kinematic object. The object seems to fall when I give it a mass. I need the object to stay in place and be able to spin. Should I set the mass to 0 and set it as a kinematic object? I act...
by dcp
Tue Jul 20, 2010 3:45 pm
Forum: General Bullet Physics Support and Feedback
Topic: Roulette physics
Replies: 8
Views: 10085

Re: Roulette physics

So I was able to get the physics working properly by using TriangleIndexVertexArray with BvhTriangleMeshShape. Everything is working fine in the physics world. The only obstacle I have now is getting the rendered wheel to spin with the physics wheel. I got the wheel to spin in the physics engine but...
by dcp
Mon Jul 19, 2010 7:48 pm
Forum: General Bullet Physics Support and Feedback
Topic: Roulette physics
Replies: 8
Views: 10085

Re: Roulette physics

I got the physics to work by passing in 3 points at a time and creating a ConvexShape out of those 3 points. This however creates too many collision objects. Any ideas as to why passing in triangle by triangle works, but when i pass in a list of vertices the physics is all wrong?
by dcp
Tue Jul 13, 2010 8:16 pm
Forum: General Bullet Physics Support and Feedback
Topic: Roulette physics
Replies: 8
Views: 10085

Roulette physics

I am trying to create a roulette game using jBullet for the spinning of the ball. I am not sure what collision shape to use for the wheel. I chose ConvexHullShape and passed in the vertices of the model, however I am not sure I have done this part properly. ConvexShape staticScenario = new ConvexHul...
by dcp
Tue Jul 13, 2010 7:58 pm
Forum: General Bullet Physics Support and Feedback
Topic: Java port of Bullet
Replies: 125
Views: 1033943

Re: Java port of Bullet

I am trying to create a roulette game using jBullet for the spinning of the ball. I am not sure what collision shape to use for the wheel. I chose ConvexHullShape and passed in the vertices of the model, however I am not sure I have done this part properly. ConvexShape staticScenario = new ConvexHul...