Ah ok.
Are the wheels mounted as : https://docs.google.com/drawings/d/1I5M ... sp=sharing
Search found 66 matches
- Sun Aug 31, 2014 4:42 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Modeling a train using joints & a number of raycast vehicles
- Replies: 32
- Views: 39256
- 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...
- 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 ?
- 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 ...
- 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 ?
- 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
...ok thats just rude of me !!
...ok thats just rude of me !!
- 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.
- Mon Jun 25, 2012 9:34 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Converting yaw Euler angles in range [-90, 90] to [0, 360]
- Replies: 2
- Views: 5182
Re: Converting yaw Euler angles in range [-90, 90] to [0, 36
Thanks Flix. Will try that out
- 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 :...
- 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 ?
- 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 ?
- 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...
- 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 ...
- 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
- 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.
I can just have 2 planes and for the objects on the lower plane, I can exclude them from colliding with the upper plane.