Search found 74 matches
- Thu Feb 27, 2014 7:16 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Compile error on Android with #include <new>
- Replies: 0
- Views: 4398
Compile error on Android with #include <new>
I was compiling 12 months ago for android fine, but have updated to the latest tools, and now getting compile errors wherever "#include <new>" is being used in teh bullet headers, such as btAlignedObectArray #define BT_USE_PLACEMENT_NEW 1 .... #ifdef BT_USE_PLACEMENT_NEW #include <new> //f...
- Thu Feb 20, 2014 8:02 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: using soft body for clothing simulation
- Replies: 4
- Views: 8176
Re: using soft body for clothing simulation
I'm still working through my own implementation of softbodies, so don't have a definite answer, but one hack I had to do on a tablecloth to minimise penetration was create a large collision margin. Not the best answer to the question! as it looks a bit like the tablecloth has a bubble of air under i...
- Wed Feb 19, 2014 8:48 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Does softbody friction work
- Replies: 2
- Views: 4685
Re: Does softbody friction work
This is funny. A year to the day I'm still looking at the same problem, and googling for an answer, I come across my original issue
Anyone got any updates? Does kDF do anything, or not?
Anyone got any updates? Does kDF do anything, or not?
- Mon Feb 17, 2014 8:59 am
- Forum: General Bullet Physics Support and Feedback
- Topic: generateBendingConstraints with softbodies
- Replies: 2
- Views: 4507
Re: generateBendingConstraints with softbodies
So did anything ever get put in for this? I'm guessing not, as my Shiva Bullet plugin is taking 200ms to create the bending constraints for a 600 vertex model. Is there any other options to improve performance? I've seen a couple posts talking about pose matching, but that's not the best solution my...
- Wed Feb 05, 2014 7:52 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: FPS dropped significantly after adding Constraints
- Replies: 9
- Views: 10503
Re: FPS dropped significantly after adding Constraints
Are you only adding one constraint in total, or one constraint per object?
It seems unusual, as I have a sample scene with one of every constraint running, noticeable performance change, but there is only 2 objects per constraint.
It seems unusual, as I have a sample scene with one of every constraint running, noticeable performance change, but there is only 2 objects per constraint.
- Tue Feb 04, 2014 8:18 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Rolling spheres turning into zombie spheres
- Replies: 7
- Views: 11092
Re: Rolling spheres turning into zombie spheres
Normal friction does not work on a sphere, as there is only a single contact point. You need at least 2 contact points for normal friction to have an effect. This is where rolling friction comes in, so for a sphere this is what you should be using, and yes, you need to set it on both bodies in conta...
- Mon Feb 03, 2014 2:19 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Softbody response varies greatly with timestep
- Replies: 3
- Views: 4731
Re: Softbody response varies greatly with timestep
Try changing iterations by the same amount (2x, 3x) and you should see similar effects. But if you go to 5-6x (substep frequency or iterations), it should start leveling out. If that is indeed what you see, it's just that the error between the points is too great for a default simulation parameter ...
- Mon Feb 03, 2014 12:06 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Softbody response varies greatly with timestep
- Replies: 3
- Views: 4731
Softbody response varies greatly with timestep
I am testing my bullet plugin with a multifaceted, amorphous rocky blob shape. I drop it onto the top of a set of stairs, then let it roll down and bounce into a wall at the bottom. I am wondering why, simply changing the simulation timestep greatly changes the response of the object. At a timestep ...
- Sat Feb 01, 2014 12:12 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Overheads for using btSoftRigidDynamicsWorlds
- Replies: 0
- Views: 4110
Overheads for using btSoftRigidDynamicsWorlds
I'm trying to implement a Bullet plugin for Shiva3D and am up to implementing soft bodies. Because I don't know until runtime whether the users wish to create soft bodies or not, I am currently creating my physics world as a btSoftRigidDynamicsWorld, even if the user is only using rigid bodies. Just...
- Mon Feb 18, 2013 12:36 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Softbody inoperative parameters
- Replies: 0
- Views: 2699
Softbody inoperative parameters
Following on from my question about Softbody friction, I'm finding lots of parameters that don't seem to do anything, except get serialized out again. I may be missing something, as posts like this one http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=6446&p=22879&hilit=kCHR...
- Sun Feb 17, 2013 11:45 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Does softbody friction work
- Replies: 2
- Views: 4685
Re: Does softbody friction work
So no one has used friction with softbodies? Here's the places I can find m_friction referenced in the softbody code, but m_friction is not set from kDF. Can anyone help identify where it comes from? When I debug this code and check these values, they are always 0. void btSoftBody::CJoint::Solve(btS...
- Sun Feb 17, 2013 11:37 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Object stuck once it stops.
- Replies: 3
- Views: 3868
Re: Object stuck once it stops.
It may not be an activation issue, although that's a good place to start. I've had some issues with shapes getting locked together, usually objects which may have thin dimensions in given axis, or with the world setup parameters not optimal for the shapes (e.g. a 2D world).
- Sun Feb 17, 2013 11:35 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Object falls through btBvhTriangleMeshShape
- Replies: 2
- Views: 3354
Re: Object falls through btBvhTriangleMeshShape
How fast was your vehicle moving? Did you try to increase the simulation step time, or substeps, to see if you are missing collision detection? The bvhTriangleMesh is one of the most demanding shapes, performance wise. Maybe you could try a convex hull and see if it changes the response. At least th...
- Fri Feb 15, 2013 5:35 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Does softbody friction work
- Replies: 2
- Views: 4685
Does softbody friction work
I'm still struglling with drift when softbodies ashould ahve come to rest. I can almost remove it with a lot of parameter tweaking, but different shapes need vastly different tweaks, I'm thinking it's maybe just that friction isn't being applies. I've tried searching for kDF parameter references, an...
- Fri Feb 15, 2013 5:28 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Rigid body update callback
- Replies: 1
- Views: 2614