Yes CCD is the way to go because your balls seems to sometime get quite a lot of momentum when they collide.
Now if you say the CCD creates issues i would reduce the size of the CCD radius. 0.9*radius seems a bit too close to your sphere shell. Reduce it to ~0.4
Search found 31 matches
- Tue Jan 08, 2013 4:35 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btBvhTriangleMeshShape suffering from tunneling
- Replies: 3
- Views: 4333
- Mon Dec 03, 2012 3:39 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: occasional jitter of dynamic object
- Replies: 10
- Views: 10387
Re: occasional jitter of dynamic object
Good point. I am also using Ogre for the rendering but i do my updates and call StepSimulation() in the FrameRenderingQueued() so right after the previous frame data is sent to the GPU. However, you say that StepSimulation is in FrameEnded() while you updates your objects and apply forces in frameSt...
- Fri Nov 30, 2012 2:32 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: occasional jitter of dynamic object
- Replies: 10
- Views: 10387
Re: occasional jitter of dynamic object
Just by curiosity,
What is your simulation step rate and substep settings?
Where do you update the jittering body? Pre-Tick, Post-Tick, UpdateAction()?
What is your simulation step rate and substep settings?
Where do you update the jittering body? Pre-Tick, Post-Tick, UpdateAction()?
- Thu Nov 29, 2012 5:52 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: occasional jitter of dynamic object
- Replies: 10
- Views: 10387
Re: occasional jitter of dynamic object
I have a similar problem on my raycast vehicle test. The chassis is floating in the air but jitter sometimes (little hickups) while the rest of the scene is smooth. I do not know what causes it. I wonder if it could be caused by single-precision usage. Maybe testing with double precision might be wo...
- Thu Nov 29, 2012 5:50 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Problems using btConvexHullShape and btBvhTriangleMeshShape
- Replies: 2
- Views: 3954
Re: Problems using btConvexHullShape and btBvhTriangleMeshSh
For the btBvhTriangleMeshShape, come collision can occur with the internal edges. Just try implementing the workaround shown in the following post: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=6662&p=24566&hilit=internal+edge#p24566 I am using it for my rigid body based veh...
- Thu Nov 29, 2012 5:45 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Body gets stuck floating after body below it is removed
- Replies: 6
- Views: 7894
Re: Body gets stuck floating after body below it is removed
AFAIK, nothing change when a body settle on another one beside deactivating but as you disabled the deactivation, this is not the case. Maybe there is somehow a damping on the object? Could you try to look at it, try bodyA->setDamping(0, 0); However, i really think it must be caused by your override...
- Wed Nov 28, 2012 10:33 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Vehicle demo
- Replies: 3
- Views: 9586
Re: Vehicle demo
yeah it really look good. Nice job
- Wed Nov 28, 2012 10:27 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Ping-Pong game need help
- Replies: 1
- Views: 7308
Re: Ping-Pong game need help
This is the demo forum, not the help one.
About your question, even if the ball is fast, use CCD (Continuous Collision Detection) on the ball rigid body and the collision with the paddle should be fine.
About your question, even if the ball is fast, use CCD (Continuous Collision Detection) on the ball rigid body and the collision with the paddle should be fine.
- Wed Nov 28, 2012 7:32 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Body gets stuck floating after body below it is removed
- Replies: 6
- Views: 7894
Re: Body gets stuck floating after body below it is removed
Body B is a custom implementation. Its shape extends BoxShape, it's collision algorithm extends CollisionAlgorithm and the body extends RigidBody. It quite strainge that body A remain floating after your custom B is moved. Usually its really the body deactivating. You tried using activate(), but ju...
- Wed Nov 28, 2012 2:26 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Applyforce & Applyimpulse behavior
- Replies: 3
- Views: 7993
Re: Applyforce & Applyimpulse behavior
In fact, both force and impulse are valid on the current physic step only. The difference is the value argument where : Impulse value is the instant change in velocity applied on the next physic update. Force value is the change in velocity over one second, BUT applied only for the current deltaTime...
- Tue Nov 27, 2012 4:54 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Applyforce & Applyimpulse behavior
- Replies: 3
- Views: 7993
Re: Applyforce & Applyimpulse behavior
My current assumption is that applycentralforce works based on the time given to the following stepsimulation. applyForce() value is for a full second. But it needs to be applied every step as the forces are cleared at the end of the step. applyImpulse() is a instant push so it changes the velocity...
- Tue Nov 27, 2012 4:32 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Strange behaviour of long rotating bodies
- Replies: 10
- Views: 12066
Re: Strange behaviour of long rotating bodies
Modify one of the basic demo that come with bullet in order to reproduce the issue and attach it to your post. its gonna be easier for others to test
- Thu Nov 15, 2012 5:54 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Character sliding down gentle slope
- Replies: 2
- Views: 4862
Re: Character sliding down gentle slope
Applying a friction should do it. But make sure you set the friction to both the capsule shape and the slope shape.
- Tue Aug 21, 2012 4:58 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: my bodies don't move when applying force to them... :\
- Replies: 3
- Views: 3732
Re: my bodies don't move when applying force to them... :\
Can you post your code that create the body and add it to the world?
Usually, when the body do not move,either the body was not added properly to the world or the body deactivation state is not right.
Usually, when the body do not move,either the body was not added properly to the world or the body deactivation state is not right.
- Mon Aug 13, 2012 5:30 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: noob question: body doesn't fall
- Replies: 12
- Views: 11617
Re: noob question: body doesn't fall
Thanks for taking the time to help. I didn't activate the avatar. I added your code but it didn't fix the issue. When I turned on DebugDraw mode the wireframe of the avatar is now green instead of red. I'm assuming that's good... :? If the debug drawer is showing green, it means that the rigid body...