Search found 43 matches
- 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...
- 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.
- 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.
I think you could try increasing the restitution or something.
- 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 ...
- 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...
- 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...
- 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.
http://bulletphysics.com/Bullet/BulletF ... e5051e1a5a
btCollisionObject is a superclass of btRigidBody, so this function is available to all btRigidBodies.
- 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...
- 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
Huh, I might have had that problem earlier and not noticed. Are you supposed to call that after you move an object manually?Heiko wrote:I have solved the problem. All I needed to do was a `updateAabbs' on the world after something changed.
- 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.
- 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.
- 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.
Also, MAC is some kind of networking term, you are thinking of Macintosh.
- 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...
- 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?
- 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?