Search found 36 matches
- Fri Jan 24, 2014 1:48 am
- Forum: General Bullet Physics Support and Feedback
- Topic: How to manage multiple Character Controllers ?
- Replies: 2
- Views: 6013
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...
- Wed Jan 22, 2014 5:19 am
- Forum: General Bullet Physics Support and Feedback
- Topic: How to manage multiple Character Controllers ?
- Replies: 2
- Views: 6013
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...
- 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: 5066
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...
- Fri Sep 14, 2007 10:45 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How do I detect contacts ?
- Replies: 2
- Views: 4995
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...
- Fri Sep 14, 2007 12:17 am
- Forum: General Bullet Physics Support and Feedback
- Topic: How do I detect contacts ?
- Replies: 2
- Views: 4995
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...
- Wed Jul 18, 2007 7:46 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Suggesting a Bullet feature : Gravitons
- Replies: 3
- Views: 5486
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...
- Mon Jul 16, 2007 10:00 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Some Issues
- Replies: 11
- Views: 14410
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...
- Sat Jul 14, 2007 10:43 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Some Issues
- Replies: 11
- Views: 14410
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...
- 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: 8547
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 ...
- 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: 9797
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...
- 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: 9797
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...
- 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: 8547
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...
- 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: 9797
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...
- 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: 8547
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...
- 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: 9797
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 ...