Search found 36 matches

by cippyboy
Fri Jan 24, 2014 1:48 am
Forum: General Bullet Physics Support and Feedback
Topic: How to manage multiple Character Controllers ?
Replies: 2
Views: 6002

Re: How to manage multiple Character Controllers ?

EDIT : Thanks for the reply, I just tried putting the filters you talked about and it works but I had a rather weird error in the code. I was setting up a tranform matrix but never set up the rotation part, so because of that the rotation part was getting into some nasty NANs and were killing my fra...
by cippyboy
Wed Jan 22, 2014 5:19 am
Forum: General Bullet Physics Support and Feedback
Topic: How to manage multiple Character Controllers ?
Replies: 2
Views: 6002

How to manage multiple Character Controllers ?

The question is simple, how to manager collisions between multiple Character Controllers ? I've implemented a btKinematicCharacterController, it works right but now I want to add multiple characters to my scene, player controlled + AI and they can go through each other. I'm not certain where I shoul...
by cippyboy
Tue Dec 17, 2013 1:18 pm
Forum: General Bullet Physics Support and Feedback
Topic: How to configure Bullet for best multithreaded performance
Replies: 0
Views: 5050

How to configure Bullet for best multithreaded performance

I've got back into Bullet after a number of years and I have to say I'm impressed with quite a few things that were solved or added. I'm especially impressed that dynamic triangle meshes work, unlike PhysX where they're "banned" :). But on to my issue. I have a GPU benchmark app on 6 platf...
by cippyboy
Fri Sep 14, 2007 10:45 pm
Forum: General Bullet Physics Support and Feedback
Topic: How do I detect contacts ?
Replies: 2
Views: 4980

Re: How do I detect contacts ?

Ok, so I gave it another try. It seems that it doesn't generate a point when it just enters the AABB (my bad) and it works fine except... when I have <120 FPS. I use this piece of code to detect my objects, named BOMB, and upon an impact I delete it. void DetectContacts() { int numManifolds = Dispat...
by cippyboy
Fri Sep 14, 2007 12:17 am
Forum: General Bullet Physics Support and Feedback
Topic: How do I detect contacts ?
Replies: 2
Views: 4980

How do I detect contacts ?

I tried 2 ways which i've seen in the sample programs but they don't seem to function as expected. First I tried the code from the CollisionInterfaceDemo.cpp, the function begining with : void CollisionInterfaceDemo::displayCallback(void) { I'm not used to physics nomenclature so I don't get all the...
by cippyboy
Wed Jul 18, 2007 7:46 am
Forum: General Bullet Physics Support and Feedback
Topic: Suggesting a Bullet feature : Gravitons
Replies: 3
Views: 5475

Suggesting a Bullet feature : Gravitons

I know this sounds interesting but it's actually pretty simple. I'm trying to make a small FPS so I'll be inserting weapons soon, and I've been intrigued by the Star Wars : Force Unleashed trailers ( http://youtube.com/watch?v=VsAJ9FdPYxE&mode=related&search= ; http://youtube.com/watch?v=7iC...
by cippyboy
Mon Jul 16, 2007 10:00 am
Forum: General Bullet Physics Support and Feedback
Topic: Some Issues
Replies: 11
Views: 14387

This effect is called tunneling, or temporal aliasing Is there any easy way to manually insert that for now ? Would it be safe to limit speed this way ? btRigidBody *body=GetMyCollisionObject(); btVector3 Speed=body->getLinearVelocity(); if (Length(Speed)>MaxSpeed) { Normalize(Speed); Speed*=MaxSpe...
by cippyboy
Sat Jul 14, 2007 10:43 pm
Forum: General Bullet Physics Support and Feedback
Topic: Some Issues
Replies: 11
Views: 14387

Some Issues

I discovered a couple of issues with Bullet and I've just upgraded to 2.54 and their still there. First thing, I have some objects, which are mostly planes, or several unconnected planes (imagine a cube and you have to give it 2 materials so you have to slice it so you can render it, I'm practically...
by cippyboy
Wed Jan 24, 2007 12:18 am
Forum: General Bullet Physics Support and Feedback
Topic: Creating a Physical object to behave like a human
Replies: 4
Views: 8528

One other weird thing I see is that if put Linear/Angular Damping at 10 or at 100 the object behaves the same, same with Friction, there's a limit on these ? And I found out that after a long set of impulses (keeping down the arrow keys to move the character), if I impulse the ball with the reverse ...
by cippyboy
Wed Jan 24, 2007 12:14 am
Forum: General Bullet Physics Support and Feedback
Topic: Memory Managing in Bullet & a few suggestions
Replies: 6
Views: 9769

It's something like this Detected memory leaks! Dumping objects -> {826} normal block at 0x0196A680, 4 bytes long. Data: < > 84 97 DE 00 {825} normal block at 0x00877120, 400 bytes long. Data: < > 01 00 00 00 CD CD CD CD CD CD CD CD CD CD CD CD Object dump complete. but what is exactly 400 bytes and...
by cippyboy
Tue Jan 23, 2007 6:53 pm
Forum: General Bullet Physics Support and Feedback
Topic: Memory Managing in Bullet & a few suggestions
Replies: 6
Views: 9769

I'm not trying to be an ass but I was already doing that :D instead of that huge loop in which you wore removing+deleting I was having the remove+delete operation inside each object(for which I store body,motion state shape and vertex array information) and I have these codes for deallocation //a te...
by cippyboy
Mon Jan 22, 2007 3:52 am
Forum: General Bullet Physics Support and Feedback
Topic: Creating a Physical object to behave like a human
Replies: 4
Views: 8528

Phew, and I thought I had a critical unresoled bug with the upgrade. It seemed that with the default liniar and angular dampings my ball was rolling forever with the impulses I was giving and couldn't stop it :D btCharacter , hoping to see that happen, too bad the vehicles took the flight first :D b...
by cippyboy
Mon Jan 22, 2007 3:29 am
Forum: General Bullet Physics Support and Feedback
Topic: Memory Managing in Bullet & a few suggestions
Replies: 6
Views: 9769

I never saw that deallocation code, ups! //10 minutes later Ok, so the code does exactly what I do, and now I added that collision object deletion thing... I was just deleting the RigidBody created with something like localCreateRigidBody(), removing the rigidbody or removing the collision object, i...
by cippyboy
Sun Jan 21, 2007 12:07 am
Forum: General Bullet Physics Support and Feedback
Topic: Creating a Physical object to behave like a human
Replies: 4
Views: 8528

Creating a Physical object to behave like a human

Yes, I want to use Bullet to execute the movement (and collision detection) of a game character. So far I've used a ball that encapsulates him (then updates his transform from the ball) and I push it around using impulses. But I don't know how to make him actually move similar to human movement, lik...
by cippyboy
Sat Jan 20, 2007 11:53 pm
Forum: General Bullet Physics Support and Feedback
Topic: Memory Managing in Bullet & a few suggestions
Replies: 6
Views: 9769

Memory Managing in Bullet & a few suggestions

Well, I finally upgraded to 2.42b and I'm impressed that I didn't had to rename the btVector3 and that there's less memory leaks (pointers not deallocated) but... since I like to eliminate ALL memory leaks, I'd like to indicate some clear bugs that I found. First, the code for memory leaking that I ...