Search found 37 matches
- Tue Aug 02, 2011 10:58 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Another one with Linker trouble.
- Replies: 14
- Views: 21751
Re: Another one with Linker trouble.
Hi Rahul, I have these configurations under properties for my project. VCC++ Directories->Include->C:\Program Files %28x86%29\Bullet Physics SDK\bullet-trunk-svn-rev2338\src //This is only true if your app is multi-threaded! VCC++ Directories->Library->C:\Program Files\Boost SDK\bin.v2\libs\thread\b...
- Fri Jul 22, 2011 9:17 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet Debug behaviour differs completely from Release
- Replies: 4
- Views: 5519
Re: Bullet Debug behaviour differs completely from Release
You are entirely correct, this was solved a long time ago the project was completed and now I am working on getting bullet physics going on the iOS for an App :) All my freeing/deleting code is in Macros that check the data exists before allowing it to be deleted/freed, and deleting data that is not...
- Tue Apr 12, 2011 1:07 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet Debug behaviour differs completely from Release
- Replies: 4
- Views: 5519
Re: Bullet Debug behaviour differs completely from Release
Optimisations are disabled, I enabled the symbols to show data in debug format and found I had been a fool in all class declarations I had set all values explictly however in updating the graphics matricies with physics matrix information I had declared temporary intermediates without defining their...
- Mon Apr 11, 2011 4:18 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet Debug behaviour differs completely from Release
- Replies: 4
- Views: 5519
Bullet Debug behaviour differs completely from Release
Hi there I am in over my head trying to solve a problem relating to Bullet, I have just linked my entire application together for a release build and every component except bullet is exhibiting identical behaviour to the behaviour seen in debug compilation. I am in Visual Studio 2010 with DX9. I hav...
- Wed Mar 16, 2011 8:42 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Pausing simulation neatly.
- Replies: 1
- Views: 3475
Re: Pausing simulation neatly.
appears ignoring the step in simulation works without it trying to catchup when the internal timer sees a time delay difference. Good stuff forget this question
- Tue Mar 15, 2011 6:35 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Pausing simulation neatly.
- Replies: 1
- Views: 3475
Pausing simulation neatly.
Hi there, I have been looking around and have hit a problem, as bullet uses an internal clock to account for time I cannot find a method for pausing the internal clock or updating it without stepping the simulation! I thought it was "setInternalTickCallback" on dynamic world but that turne...
- Sun Mar 13, 2011 11:26 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Mesh Loading
- Replies: 13
- Views: 23222
Re: Mesh Loading
It is being done by default my apologise! If I partition the large mesh how likely is it that objects transitioning between the two Triangle Mesh shapes might collide when sliding over a seam? Would the heightfield array col shape be able to hack having a much larger triangle count in comparison? Th...
- Sun Mar 13, 2011 4:57 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Mesh Loading
- Replies: 13
- Views: 23222
Re: Mesh Loading
It works, loaded in with the serialize demo no problem, do I need to convert it to btScaledBvhTriangleMesh now I have it loaded in? or is there a way to set this in Blender when using a static triangle mesh?
Great work! EO
Great work! EO
- Sun Mar 13, 2011 4:41 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Mesh Loading
- Replies: 13
- Views: 23222
Re: Mesh Loading
downloading will keep you posted!
- Sun Mar 13, 2011 3:54 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Mesh Loading
- Replies: 13
- Views: 23222
Re: Mesh Loading
I attempted to use the new blender method with trunk 2321 and failed "Unsupported shape type 22", warning file DNA is different than built in. The DNA of the file is newer than that which is built in. Therefore I figure that 2321 cannot be the right trunk version, however it looks like the...
- Sun Mar 13, 2011 3:01 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Mesh Loading
- Replies: 13
- Views: 23222
Re: Mesh Loading
Thats excellent news, thank you for the full compile! To clarify if I set a large mesh structure say a plane in the shape of a bowl (like the one below) as a "static" triangle mesh it will automatically be read in as a btScaledBvhTriangleMesh shape by trunk 2321 or greater? Image1.jpg This...
- Sun Mar 13, 2011 11:18 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Another one with Linker trouble.
- Replies: 14
- Views: 21751
Re: Another one with Linker trouble.
I appreciate the update but this forum post is far out of date I am afraid I can link bullet up fine these days
Thank you for helping regardless! Apologise for me not posting that it was resolved when it did get sorted.
Thank you for helping regardless! Apologise for me not posting that it was resolved when it did get sorted.
- Sun Mar 06, 2011 7:10 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: More issues with Linking in VS2010
- Replies: 1
- Views: 2650
Re: More issues with Linking in VS2010
Take a look here http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=5621 I had the same issues. I am using 64bit windows 7 and I am using VS2010 you will find so long as your trying to compile an x86 program no issues come up from that. Have you added the additional dependencies in the l...
- Sun Mar 06, 2011 1:42 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: problem loading mesh from .bullet file
- Replies: 8
- Views: 51990
Re: problem loading mesh from .bullet file
This is an excellent fix
Thank you VicariousEnt, now I need to dig up the code I saw on converting a rigid body to a btBvhTriangleMeshShape and I am in serious buisness!
Thank you VicariousEnt, now I need to dig up the code I saw on converting a rigid body to a btBvhTriangleMeshShape and I am in serious buisness!
- Sat Mar 05, 2011 4:54 am
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Loading a .bullet file, creating objects
- Replies: 5
- Views: 11646
Re: Loading a .bullet file, creating objects
I appear to have hit the same problem. The Bullet Physics Editor can load in the mesh file yet the serializer demo does not recognise it. It is what I was planning to use for my terrain so perhaps I better rollback bullet versions and address my stark inability to compile patches for blender (unless...