Search found 52 matches
- Sun Feb 08, 2015 3:00 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How to manually change position of dynamic object
- Replies: 5
- Views: 8312
Re: How to manually change position of dynamic object
just use body->setWorldTransform() not motionstate->setWorldTransform(tf);
- Tue Sep 09, 2014 9:02 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Multisphere getting sucked through ground
- Replies: 5
- Views: 10654
Re: Multisphere getting sucked through ground
I have never developed for mobile, but it is really too much to increase the number of triangles? Bullet itself is very fast(especially bvh mesh shape). I would try if doubling the triangle count helps - this is easy fix which helped me. I also remember that I also wanted to avoid increasing the tri...
- Mon Sep 08, 2014 3:29 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Multisphere getting sucked through ground
- Replies: 5
- Views: 10654
Re: Multisphere getting sucked through ground
Your triangles are too big in my opinion. I also had this problem and the main character almost randomly get sucked through the ground in some places. What I have done is to load the mesh into blender and then add subdivide modifier( with simple option if you want too keep geometry the same or catmu...
- Sat May 18, 2013 12:40 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: 11 FPS with 100 cubes
- Replies: 5
- Views: 7423
Re: 11 FPS with 100 cubes
Are you compiling your project on Release or Debug mode? Release is much faster
- Wed Feb 27, 2013 10:28 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Build error for static_cast of btCollisionObject*
- Replies: 6
- Views: 10067
Re: Build error for static_cast of btCollisionObject*
I think you just don't need casting, because getBody() in bullet 2.81 returns btCollisionObject* instead void* which was in previous bullet versions. So it should be just:
btCollisionObject* obA = contactManifold->getBody0();
or
const btCollisionObject* obA = contactManifold->getBody0();
btCollisionObject* obA = contactManifold->getBody0();
or
const btCollisionObject* obA = contactManifold->getBody0();
- Wed Dec 05, 2012 10:26 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Inconsistent collision errors with 2D btBvhTriangleMeshShape
- Replies: 10
- Views: 13101
Re: Inconsistent collision errors with 2D btBvhTriangleMeshS
That's quite nice! So now you have 3 vertices representing two dimensional edge? am I right? So, every 2 vertices in 2d are represented by 3 vertices. It has still some redundancy but this isn't big problem. I will be afraid about something else. I mean that now your terrain is very thin and there m...
- Tue Dec 04, 2012 11:05 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Inconsistent collision errors with 2D btBvhTriangleMeshShape
- Replies: 10
- Views: 13101
Re: Inconsistent collision errors with 2D btBvhTriangleMeshS
You are totally right. I don't think that there is better way of doing that in current bullet version than convex 2d shapes. Actually, I see you are trying to do what I managed to do some time ago. http://www.youtube.com/watch?v=qKyUggLSw54 But the performance is really bad (that's why I don't use d...
- Sat Dec 01, 2012 7:14 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Inconsistent collision errors with 2D btBvhTriangleMeshShape
- Replies: 10
- Views: 13101
Re: Inconsistent collision errors in btBvhTriangleMeshShape
If this is 2 dimensional triangle mesh(so all z coordinates are zero) i suggest creating convex hull for each triangle instead btBvhTriangleMeshShape. I was experimenting with 2d terrain some time ago and with mesh this didn't worked good. So I ended with primitives encapsulated with btConvex2dShape...
- Sat Nov 24, 2012 2:38 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Strange behaviour of long rotating bodies
- Replies: 10
- Views: 11930
Re: Strange behaviour of long rotating bodies
Could you provide information about exact dimensions of cylinder shapes? Bullet is very bad in simulating shapes that are bigger than 10 units
- Tue Sep 18, 2012 12:31 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: how to delete new btConvex2dShape(new btBoxShape(v));
- Replies: 2
- Views: 3492
Re: how to delete new btConvex2dShape(new btBoxShape(v));
Here is my deletion code
if you want 2d box shape you should use btBox2dShape instead packing btBoxShape into btConvex2dShape
Code: Select all
if(shape->isConvex2d() && shape->getShapeType()!=BOX_2D_SHAPE_PROXYTYPE)
{
delete((btConvex2dShape*)shape)->getChildShape();
}
delete shape;
- Sun Aug 19, 2012 3:18 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: GRIMIND - platform game
- Replies: 2
- Views: 7769
Re: GRIMIND - platform game
I created first gamplay trailer with lot of physics things. Check it out here
http://www.youtube.com/watch?v=tfjF_ku5K4M
http://www.youtube.com/watch?v=tfjF_ku5K4M
- Wed Aug 01, 2012 4:20 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Buoyancy and ApplyForce
- Replies: 2
- Views: 3893
Re: Buoyancy and ApplyForce
Is the rel_pos parameter of the ApplyForce function supposed to be expressed in the rigid body local transform or in world space? it's local transform I thought of adding a kind of linear (and maybe also angular) damping to the buoyant objects and wanted to know if it was a good idea or if better s...
- Thu Jul 19, 2012 4:57 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Objects slowing down for no reason in zero gravity
- Replies: 2
- Views: 3996
Re: Objects slowing down for no reason in zero gravity
maybe it's object deactivvation (sleeping)
try
when creating objects
try
Code: Select all
body->setActivationState(DISABLE_DEACTIVATION);
- Fri Jun 29, 2012 10:38 am
- Forum: General Bullet Physics Support and Feedback
- Topic: [SOLVED] Rigid Body Rotation
- Replies: 4
- Views: 8216
Re: Rigid Body Rotation
m_pCollisionShape->calculateLocalInertia(mass, btVector3(0.0f, 0.0f, 0.0f)); btRigidBody::btRigidBodyConstructionInfo rigidBodyCI(mass, m_pMotionState, m_pCollisionShape, btVector3(0.0f, 0.0f, 0.0f)); in this lines you got a bug, basicly you are passing zero vector as inertia and it should be vecto...
- Sun Jun 03, 2012 2:03 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: GRIMIND - platform game
- Replies: 2
- Views: 7769
GRIMIND - platform game
Hello thanks for great physics library! I am making game called GRIMIND based on Bullet Physics. Currently contains only first chapter/level (about 20 minutes of gameplay) http://szamq.files.wordpress.com/2012/06/logo1trim.png?w=717&h=254 quick description: GRIMIND is a 2D physics based adventur...