Search found 43 matches

by lulzfish
Wed Mar 30, 2011 2:20 pm
Forum: General Bullet Physics Support and Feedback
Topic: Gear Simulation Question
Replies: 3
Views: 4443

Re: Gear Simulation Question

I think gears are out of the scope of a realtime simulation. I would fudge them (Make them non-colliding and manually rotate them at the proper velocities) and forget about trying to simulate real intermeshing. As you said, the teeth will end up teleporting through each other, it would only be possi...
by lulzfish
Sun Feb 27, 2011 3:14 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Bullet integration problems
Replies: 2
Views: 3592

Re: Bullet integration problems

What I do is, after each physics step, there's a function like "getOpenGLMatrix" in the transform of each rigid body. I call that function for every body that I need to render, then send it straight to OpenGL.
by lulzfish
Sun Feb 27, 2011 3:12 pm
Forum: General Bullet Physics Support and Feedback
Topic: about RigidBody shape bending on collision
Replies: 3
Views: 3300

Re: about RigidBody shape bending on collision

The cylinder will never change shape, but it might be interpenetrating slightly.
I think you could try increasing the restitution or something.
by lulzfish
Thu Feb 10, 2011 12:32 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Tutorials beyond Hello World
Replies: 5
Views: 6768

Re: Tutorials beyond Hello World

No, the Bullet world is separate from the graphics world. You have two worlds, one for physics, one for graphics. Every frame you update the graphics objects based on their corresponding physics objects. Then you draw the graphics objects. Bullet has nothing at all to do with drawing, it just tells ...
by lulzfish
Thu Feb 10, 2011 12:30 am
Forum: General Bullet Physics Support and Feedback
Topic: Bullet, XNA, Blender and noob person like me.
Replies: 2
Views: 4188

Re: Bullet, XNA, Blender and noob person like me.

It should be possible to use Bullet with XNA if XNA's language (C#?) has a binding to Bullet. At worst, you will have to move transforms out of Bullet and into XNA just like other engines do. No idea about exporting physics from Blender. I have very simple physics models, so I just create them progr...
by lulzfish
Wed Feb 09, 2011 3:21 pm
Forum: General Bullet Physics Support and Feedback
Topic: Creating bullet bodies
Replies: 1
Views: 2530

Re: Creating bullet bodies

For guns you can usually get away with raycasting unless you're trying to simulate a sniper rifle with realistic delay over a huge range. You should look for btDiscreteDynamicsWorld's raycast functions. If you want some bullet delay or drop, you can do multiple raycasts spread over several frames, b...
by lulzfish
Tue Feb 08, 2011 3:37 am
Forum: General Bullet Physics Support and Feedback
Topic: How to make crouching. Change collision shape on the fly?
Replies: 6
Views: 10144

Re: How to make crouching. Change collision shape on the fl

I would give this guy a quick try before anything complex:

http://bulletphysics.com/Bullet/BulletF ... e5051e1a5a

btCollisionObject is a superclass of btRigidBody, so this function is available to all btRigidBodies.
by lulzfish
Sat Feb 05, 2011 4:19 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Tutorials beyond Hello World
Replies: 5
Views: 6768

Re: Tutorials beyond Hello World

Don't think of it as adding physics to a graphics object. Think of it as creating a physics world, and then pasting a graphics object on top of its corresponding physics object. There is usually a pretty wide separation between how something reacts physically and how it looks, and it's really the ph...
by lulzfish
Fri Feb 04, 2011 12:49 pm
Forum: General Bullet Physics Support and Feedback
Topic: trying to get ray casting working for picking objects
Replies: 7
Views: 8379

Re: trying to get ray casting working for picking objects

Heiko wrote:I have solved the problem. All I needed to do was a `updateAabbs' on the world after something changed.
Huh, I might have had that problem earlier and not noticed. Are you supposed to call that after you move an object manually?
by lulzfish
Thu Feb 03, 2011 2:49 am
Forum: General Bullet Physics Support and Feedback
Topic: trying to get ray casting working for picking objects
Replies: 7
Views: 8379

Re: trying to get ray casting working for picking objects

I see you are setting the transform from an OpenGL matrix. Is it possible that this matrix scales your graphics objects? I'm not sure how Bullet supports scaling as I have never tried to scale something, and my unscaled objects seem to pick fine using the same approach you use here.
by lulzfish
Mon Jan 31, 2011 1:15 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Bouncing Balls Down Stairs
Replies: 7
Views: 12695

Re: Bouncing Balls Down Stairs

To slow it down you might use a smaller step size.
by lulzfish
Sat Jan 29, 2011 7:43 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: BallMeR at UIST 2009
Replies: 2
Views: 6743

Re: BallMeR at UIST 2009

That also confused me, but I see it was a third-party, not Microsoft.
Also, MAC is some kind of networking term, you are thinking of Macintosh.
by lulzfish
Sat Jan 29, 2011 7:40 pm
Forum: General Bullet Physics Support and Feedback
Topic: remove of RigidBody does not work
Replies: 2
Views: 3286

Re: remove of RigidBody does not work

Yeah, this happened with me too, here's what I did: Before you delete a cube, get its islandTag (This is in the documentation for btRigidBody, I think) Delete the cube Iterate over all your other cubes. If a cube has the same islandTag, then that means it was in the same island, and it might be affe...
by lulzfish
Tue Jan 25, 2011 2:10 am
Forum: General Bullet Physics Support and Feedback
Topic: Memory leaks
Replies: 3
Views: 4035

Re: Memory leaks

I wonder if you shouldn't be calling btDiscreteDynamicsWorld::removeRigidBody() instead of removeCollisionObject?
by lulzfish
Mon Jan 24, 2011 11:38 pm
Forum: General Bullet Physics Support and Feedback
Topic: Memory leaks
Replies: 3
Views: 4035

Re: Memory leaks

Do you get them immediately, or after the main loop exits?