Games, Demos or Movies using Bullet
Show what you made with Bullet Physics SDK: Games, Demos, Integrations with a graphics engine, modeler or any other application
Search found 22 matches
- Fri Jun 17, 2011 10:39 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Generic6DoFContstraintVehicle
- Replies: 1
- Views: 5035
Re: Generic6DoFContstraintVehicle
This is not the right forum to ask questions.
- Sat May 14, 2011 9:23 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Get all velocities of body.
- Replies: 3
- Views: 3892
Re: Get all velocities of body.
It should be possible, as long as I can find which velocities/forces/torques? are needed to make the object behave the same as it did before saving its values. Now I only have position rotation saving, though it should be fine for a level editor, it might not be enough if I plan in game level saving...
- Tue May 03, 2011 11:26 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Conveyor belt
- Replies: 11
- Views: 9688
Re: Conveyor belt
Hey dphil, wow, thank you very much! It works like a charm... You're right, I know the body->activate() method, but I've no idea what it's actually doing and why I sometimes need it and sometimes don't need it. You need them when rigid bodies get deactivated (they get in some sort of sleep state, w...
- Sun May 01, 2011 2:20 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Get all velocities of body.
- Replies: 3
- Views: 3892
Get all velocities of body.
How do I get all velocities applied to rigid body? I need them all so I could save them to xml and load them back when I need them. I know theres a serializer, but it won't do what I need. What data do I need to get in order to get the body move the same as before saving to xml? I tried just getting...
- Mon Apr 25, 2011 5:53 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Objects feel "floaty"
- Replies: 4
- Views: 5903
- Fri Apr 22, 2011 10:22 am
- Forum: General Bullet Physics Support and Feedback
- Topic: [Solved] crash on exit while deleting collisionconfig
- Replies: 6
- Views: 4595
Re: [help] crash on exit while deleting collisionconfig
I think I found whats causing it, though I don't really understand why its causing it.. What I had before in my scene was one box rigid body, two sphere rigid bodies and one trimesh rigid body. Once I removed trimesh rigid body and tested the app it didn't crash as much as I've tried. Do I need to p...
- Thu Apr 21, 2011 5:39 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [Solved] crash on exit while deleting collisionconfig
- Replies: 6
- Views: 4595
Re: [Help!!!] crash on app exit, while deleting collisioncon
:? Hm, perhaps you could make sure you are cleaning up your memory in the right order. Take a look at the Hello World example as a guide. Yeah, still the same behaviuor: if(m_world) delete m_world; if(m_solver) delete m_solver; if(m_collisionConfiguration) delete m_collisionConfiguration; if(m_disp...
- Thu Apr 21, 2011 5:16 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [Solved] crash on exit while deleting collisionconfig
- Replies: 6
- Views: 4595
Re: [Help!!!] crash on app exit, while deleting collisioncon
bump. I need to know whats causing this, because I can't continue working on my project :oops: The only problem now is that my application sometimes crashes(segfaults) at exit while deleting btSoftBodyRigidBodyCollisionConfiguration. Maybe its a bug with 2.78 bullet? Here's my constructor,destructor...
- Thu Apr 21, 2011 9:32 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Golf Shot
- Replies: 3
- Views: 3622
Re: Golf Shot
whoa, nice spam bot
- Thu Apr 21, 2011 5:38 am
- Forum: General Bullet Physics Support and Feedback
- Topic: [Solved] crash on exit while deleting collisionconfig
- Replies: 6
- Views: 4595
Re: Help, crash on app exit.
How do I actually use the btSoftBodyWorldInfo? What do I need to do with it when I Initialize my physics, and when I destroy my physics world? I can't really tell whats needed to be done with it from SoftBody samples as it is poorly commented, and api doesn't have comments at all on this. EDIT: Hm, ...
- Wed Apr 20, 2011 7:47 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [Solved] crash on exit while deleting collisionconfig
- Replies: 6
- Views: 4595
- Wed Apr 20, 2011 11:17 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Detect height of fall
- Replies: 4
- Views: 3361
Re: Detect height of fall
do you really need the height, or you just need a way to calculate damage?
If you need to calculate damage you should get the velocity of impact.
If you need the height of the fall I think you should track it manually.
If you need to calculate damage you should get the velocity of impact.
If you need the height of the fall I think you should track it manually.
- Tue Apr 19, 2011 8:32 am
- Forum: General Bullet Physics Support and Feedback
- Topic: my character controller slides on ramp
- Replies: 2
- Views: 2708
Re: my character controller slides on ramp
just search the forum, I have seen some similar threads that were answered.
- Sun Apr 17, 2011 12:46 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Question about bullet physics engine + opengl integration
- Replies: 14
- Views: 16615
Re: Question about bullet physics engine + opengl integratio
Blender? I don't know what the blender is. Can you explain to me? I like to learn bullet physics engine and how to use the engine. but I cannot understand it by myself. I hope there is some teacher or guider for me. You can't understand it because: 1) You haven't learnt how things in c++(or any oth...
- Sun Apr 17, 2011 7:10 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Manually moving platforms.
- Replies: 6
- Views: 5375
Re: Manually moving platforms.
Don't have the code at the moment, but it's a normal kinematic body (look at the wiki for a hint or two how they work with motionstates, which will also answer your question about how to set their position correctly), and a "default" sphere, default gravity. Okay I'll have a look when I g...