Search found 10 matches
- Fri Jun 22, 2012 11:50 am
- Forum: General Bullet Physics Support and Feedback
- Topic: SOLVED: Shoot a bullet at a rigidBody
- Replies: 2
- Views: 4411
SOLVED: Shoot a bullet at a rigidBody
Thanks. I had a few issues, but my main problem was that the force vector is using world space and I was trying to use local space.
- Wed Jun 20, 2012 2:13 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: SOLVED: Shoot a bullet at a rigidBody
- Replies: 2
- Views: 4411
SOLVED: Shoot a bullet at a rigidBody
Generally, I want to shoot a bullet at a rigidBody (from a FPS perspectve). Specifically, I want to use applyImpulse on a RigidBody and provide a force vector and relative position of the vector to the body. My plan is to use the camera lookat for direction, normalize that, add a impVec and provide ...
- Mon Jun 18, 2012 2:35 am
- Forum: General Bullet Physics Support and Feedback
- Topic: My observations/feedback: src, repo, and future
- Replies: 0
- Views: 2127
My observations/feedback: src, repo, and future
I've been using bullet for about a year and a half now in c++, java, and c# and I wanted to provide some general feedback on some more basic things. Before I start I just wanted to be clear that I'm a huge fan of the project and community and I plan on participating more in the coming years. my obse...
- Fri May 11, 2012 3:43 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Basic Demo - Unity Bullet Physics
- Replies: 1
- Views: 10313
Basic Demo - Unity Bullet Physics
Check out the video feed on the facebook page. Facebook - Unity Bullet Physics Youtube - Basic Demo - Unity Bullet Physics Youtube - Unity 3D Bullet Physics (Performance Box Rigidbody Tests) I'm working on one Bullet Demo at a time. I'll just keep them coming. I think near the end of the month I'll ...
- Thu May 10, 2012 12:09 am
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Bullet integration in Unity3d
- Replies: 3
- Views: 12905
Re: Bullet integration in Unity3d
See the link in the Facebook feed to Youtube. http://www.facebook.com/pages/Unity-Bullet-Physics/150540305076877 I've been working on this for a while now. I plan to have all normal win32 bullet working with Unity 3D in a few more months of my free time. So far out of the box I'm already seeing a 20...
- Wed Mar 28, 2012 2:16 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Android Physics Effects 2.8
- Replies: 1
- Views: 2313
Android Physics Effects 2.8
Is the concept to use the Android/Win32 Physics Effects renderer/project structure for bullet 3.0 or to pull in some of the physics effects lib into bullet? I think I would have some input for the Android project structures if that was the purpose.
- Wed Nov 16, 2011 4:28 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Exclude some btCollisionObjects from raytest
- Replies: 3
- Views: 3605
Re: Exclude some btCollisionObjects from raytest
•using filter flags in RayResultCallback, m_collisionFilterGroup and m_collisionFilterMask I'm having an issue, I have a RigidBody that is part of the CF_UI group with a collision mask of CF_STATIC Now I setup a RayTest (using closest callback) and set both m_collisionFilterGroup and m_collisionFil...
- Sat Jul 16, 2011 12:45 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Goal is to create physical "coil spring"
- Replies: 0
- Views: 2899
Goal is to create physical "coil spring"
This is really a two part question: 1) Can I make a coil spring w/o using softbodies if I don't require it to be visible? i.e. create a coil spring in the middle of a room and drop X rigidbodies on it, the coil spring will react accordingly absorbing some of the rigidbodies then push them away? 2) I...
- Sun Jan 30, 2011 4:38 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Great experience with the c++ Bullet sdk
- Replies: 0
- Views: 1872
Great experience with the c++ Bullet sdk
I just wanted to thank the community and developers for a great experience w/ bullet. I created a C# wrapper for and integrated bullet into our engine in 5 working days. 1 day for most of the wrapper (used SWIG w/ a few simple issues), 1 day for testing the wrapper (recreated the c++ examples w/ the...
- Thu Jan 20, 2011 9:58 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: SWIG C# Wrapper for Bullet2.77
- Replies: 1
- Views: 2913
SWIG C# Wrapper for Bullet2.77
I looked into the sticky XNA C# version of bullet and found it to be a little outdated so I created a new wrapper using SWIG for C#. I ran into a issue that I'm not too worried about, but I wanted developer feedback before I continued. Currently I have about 90% of the classes within scope of the He...