Search found 10 matches
- Thu Nov 28, 2013 9:04 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Equivalent of OpenDE's space?
- Replies: 3
- Views: 4799
Re: Equivalent of OpenDE's space?
If a geometry does not intersect with the bounding box of the space, it is not necessary to test for intersection with the contained geometries. You can check GhostObject http://www.bulletphysics.org/mediawiki-1.5.8/index.php?title=Collision_Callbacks_and_Triggers But note Bullet does optimise a lo...
- Fri Feb 27, 2009 7:37 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision interpentrated mesh, distance, convex decomp patch
- Replies: 5
- Views: 6768
Re: Collision interpentrated mesh, distance, convex decomp patch
Sorry I totally misphrased that. complete sentence is "sadly cannot use convex decomposed shapes for collision instead of concave gimpact shapes" As they are "dynamic" (as in I don't know what kind of mesh can end in the process of collision detection, so dynamic input (no physic...
- Fri Feb 27, 2009 5:55 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision interpentrated mesh, distance, convex decomp patch
- Replies: 5
- Views: 6768
- Fri Feb 27, 2009 4:03 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision interpentrated mesh, distance, convex decomp patch
- Replies: 5
- Views: 6768
Collision interpentrated mesh, distance, convex decomp patch
1) Collision only, not dynamic, when two mesh are deeply in collision it is very, very slow. I guess that comes from contact generation, but in my collision envirronement, contact are not interesting at all... Can I limit the contact number, or even disable contact generation ? 2) I added convexDeco...
- Thu Dec 14, 2006 1:39 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Ogre & Bullet
- Replies: 24
- Views: 56277
Bullet is hosted at sourceforge, is there a way to create a mailinglist there? In the sf admin panel. there is the subversion hook script you might want to enable too. But ts a good idea from maintenance perspective, so yo don't need to mirror every new Bullet feature. That and wrap code just add c...
- Wed Dec 13, 2006 12:23 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Ogre & Bullet
- Replies: 24
- Views: 56277
- Fri Dec 08, 2006 1:09 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Ogre & Bullet
- Replies: 24
- Views: 56277
@ jacmoe : Sorry ;) Anyway, you raise a good point. I'm thinking on on having same Bullet separation collision between and dynamics in OgreBullet. So At least 2 core lib OgreBulletCollision, OgreBulletDynamics. That seems to make sense to me. Does it ? @detox : I'll be interested by any source that ...
- Thu Dec 07, 2006 5:10 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Ogre & Bullet
- Replies: 24
- Views: 56277
- Thu Dec 07, 2006 3:15 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Ogre & Bullet
- Replies: 24
- Views: 56277
- Wed Dec 06, 2006 1:39 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Ogre & Bullet
- Replies: 24
- Views: 56277
Ogre & Bullet
I want to build a "OgreBullet" wrapper that would help Ogre users use Bullet, along with a few Demos. Exaclty like what OgreOde does. I've Heard Next Blender-Bullet Real-time display would use Ogre... I hope o find a way so gather efforts on that. I'm interested on any Ogre - Bullet demos/...