Search found 66 matches

by dumbo2007
Sun Aug 31, 2014 10:56 am
Forum: General Bullet Physics Support and Feedback
Topic: Modeling a train using joints & a number of raycast vehicles
Replies: 32
Views: 39256

Re: Modeling a train using joints & a number of raycast vehi

Looks really good Horvath. I havent read all your posts yet, but are you turning the front wheels ? Or thats not required, as the lateral raycasts keeps the loco on the track ? ----------- I guess the number of lateral casts can be reduced to one per bogie rather than 1 per wheel ? Where do the late...
by dumbo2007
Sun Mar 17, 2013 3:28 pm
Forum: General Bullet Physics Support and Feedback
Topic: Optimal way to detect collisions.
Replies: 11
Views: 12877

Re: Optimal way to detect collisions.

Would the collision callbacks be of any help ?
by dumbo2007
Mon Aug 20, 2012 4:52 pm
Forum: General Bullet Physics Support and Feedback
Topic: Body of raycast vehicle penetrates the highroad
Replies: 4
Views: 6791

Re: Body of raycast vehicle penetrates the highroad

Th connection height is whats shown below : http://www.bulletphysics.org/mediawiki-1.5.8/images/2/2c/Vehicle_wheelattach.jpg Its the height from the chassis bottom. You probably should not set it to more than the height of the box shape. Also the chassis shape is a compound shape. It should work. I ...
by dumbo2007
Sat Aug 18, 2012 6:25 pm
Forum: General Bullet Physics Support and Feedback
Topic: Body of raycast vehicle penetrates the highroad
Replies: 4
Views: 6791

Re: Body of raycast vehicle penetrates the highroad

Does it work with the settings in the vehicle demo ?
by dumbo2007
Mon Jul 16, 2012 5:38 pm
Forum: General Bullet Physics Support and Feedback
Topic: Important questions about Bullet
Replies: 2
Views: 3962

Re: Important questions about Bullet

hahahahaha :lol:







...ok thats just rude of me !!
by dumbo2007
Mon Jul 16, 2012 5:38 pm
Forum: General Bullet Physics Support and Feedback
Topic: Knowing position of object ahead of time
Replies: 6
Views: 6472

Re: Knowing position of object ahead of time

It isnt really that much of a CPU or memory hog...if thats what you are worried about. I think that the only delaying factor may be the possibly large number of sim steps in the 2nd world that you may have to wait for , to complete before your next frame update.
by dumbo2007
Fri Jun 22, 2012 11:26 pm
Forum: General Bullet Physics Support and Feedback
Topic: Converting yaw Euler angles in range [-90, 90] to [0, 360]
Replies: 2
Views: 5182

Converting yaw Euler angles in range [-90, 90] to [0, 360]

Hi, Is it possible to convert the yaw Euler angle got from trans.getBasis().getEulerYPR(rx, ry, rz); into the range [0 , 360]. Otherwise for a 360 deg rotation I get the Euler angle varying from 0->90->0-> -90 -> 0 but I want from 0->90->180->270->0 This is the code I use now for getting the angle :...
by dumbo2007
Fri Jun 22, 2012 10:42 pm
Forum: General Bullet Physics Support and Feedback
Topic: Raycast vehicle and wall collision
Replies: 3
Views: 4310

Re: Raycast vehicle and wall collision

Perhaps you can check if the chassis y-axis is pointing downwards and set it back upright ?
by dumbo2007
Sun Jun 17, 2012 8:51 pm
Forum: General Bullet Physics Support and Feedback
Topic: Vehicle friction
Replies: 3
Views: 3930

Re: Vehicle friction

Cant you engage the brake or something. Set braking force to a high value ?
by dumbo2007
Fri May 25, 2012 6:14 am
Forum: General Bullet Physics Support and Feedback
Topic: Creating a Tank in Bullet Physics
Replies: 4
Views: 7296

Re: Creating a Tank in Bullet Physics

I have been thinking more over this and I think the actual simulation would be a bit too tough to make it work in Bullet. For simulating tracked vehicles like tanks what I would do is have multiple wheels, say 5 on each side. The wheels can be bounced up and down a rough terrain through simple ray c...
by dumbo2007
Tue May 22, 2012 2:20 am
Forum: General Bullet Physics Support and Feedback
Topic: Creating a Tank in Bullet Physics
Replies: 4
Views: 7296

Re: Creating a Tank in Bullet Physics

Maybe make a gear like wheel with the teeth being a set of cubes stuck in a circle on a cylinder for the wheels. It would have to be a compound shape. The tread can then be a bunch of cubes linked together and put on this wheel....that would be simulating it exactly as its in real life...which will ...
by dumbo2007
Sat May 19, 2012 7:10 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bug Report with complete code to reproduce it
Replies: 6
Views: 7214

Re: Bug Report with complete code to reproduce it

Yeah, I could use the planes to confine objects too. Maybe I ll do that :)
by dumbo2007
Thu May 17, 2012 5:05 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bug Report with complete code to reproduce it
Replies: 6
Views: 7214

Re: Bug Report with complete code to reproduce it

Ok, if I am using collision masks to exclude collisions anyway, then why do I need plane 1 ?

I can just have 2 planes and for the objects on the lower plane, I can exclude them from colliding with the upper plane.