Vitrum just got released guys!
Now you can play all the stages, collect all shards and unveil its secrets!
Get it here:
http://www.9heads.com/games/vitrum
Search found 9 matches
- Mon Sep 24, 2012 8:34 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Vitrum - a challenging 3d platform game.
- Replies: 2
- Views: 7824
- Thu Sep 20, 2012 8:21 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Vitrum - a challenging 3d platform game.
- Replies: 2
- Views: 7824
Re: Vitrum - a challenging 3d platform game.
Vitrum demo just got updated guys! The download link is the same, and you can find it here: http://www.9heads.com/games/vitrum Full changelog: Changelog 1.148.215: Fixed bug causing Gravity Inverter particles not being correctly rotated when resetting the stage. Changed scenes ambient music to be st...
- Fri Sep 14, 2012 1:23 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Vitrum - a challenging 3d platform game.
- Replies: 2
- Views: 7824
Vitrum - a challenging 3d platform game.
EDIT #2: Pay what you want to get your Vitrum copy and help charity (Child's Play): http://www.9heads.com/games/vitrum END EDIT #2 EDIT: Vitrum is available now! You can play all the stages, collect all shards and unveil its secrets! Get it here: http://www.9heads.com/games/vitrum END EDIT A couple...
- Wed Mar 14, 2012 5:27 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btKinematicCharacterController fundamentally broken?
- Replies: 10
- Views: 13233
Re: btKinematicCharacterController fundamentally broken?
I actually used some additional sweep tests, it's not a bottleneck for me. And my suggestion would be to apply the gravity manually in each simulation tick, 'cause this way you can tweak it and make it exactly the way you want it! Character Controllers should be very simple to understand and tweak, ...
- Mon Mar 05, 2012 12:12 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btKinematicCharacterController fundamentally broken?
- Replies: 10
- Views: 13233
Re: btKinematicCharacterController fundamentally broken?
I actually don't want my character physics to match dynamic objects physics. The way a character should behave is far from the rigid body physics used in dynamic objects. So, you just have to implement only the physics that you actually want to apply in your character. I've only implemented gravity ...
- Fri Mar 02, 2012 5:31 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btKinematicCharacterController fundamentally broken?
- Replies: 10
- Views: 13233
Re: btKinematicCharacterController fundamentally broken?
I've implemented my own version of the KinematicCharacterController and it's working perfectly! I've dedicated some time on re-writing a lot of methods (and algorithms) from the btKinematicCharacterController (for optimization, adaption and correction). Now my character slides down slopes, doesn't j...
- Thu Mar 01, 2012 1:50 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Retrieving all objects inside a big sphere
- Replies: 2
- Views: 2834
Re: Retrieving all objects inside a big sphere
Thank you Erwin! Using the broadphase callback solved my problem perfectly (culling out the remaining objects is effortless!). My code looks like this now: struct AllButMeAabbResultCallback : public btBroadphaseAabbCallback { AllButMeAabbResultCallback(CollisionObject* me) : me(me) {} virtual bool p...
- Wed Feb 29, 2012 12:33 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Retrieving all objects inside a big sphere
- Replies: 2
- Views: 2834
Retrieving all objects inside a big sphere
I'm implementing an object that pulses away any other object within a radius. What's the best (high performance) way to do this search? P.S.: Iterating over all objects and checking if it's distance from my pulsing object is lesser than the radius is obvious...I'm trying not to do this! P.S. 2: Coll...
- Mon Jul 04, 2011 6:32 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Kinematic objects not colliding with GhostObjects
- Replies: 0
- Views: 1879
Kinematic objects not colliding with GhostObjects
I have some kinematic objects in my code, and also, some characters (represented as GhostObjects). The characters are being included in the DynamicsWorld as: PhysicsManager::getInstance()->getDynamicsWorld()->addCollisionObject( ghostObject, btBroadphaseProxy::CharacterFilter, btBroadphaseProxy::All...