Search found 28 matches

by eagletree
Fri Jan 27, 2012 1:57 am
Forum: General Bullet Physics Support and Feedback
Topic: aabb box issue with trianglemesh
Replies: 6
Views: 3207

Re: aabb box issue with trianglemesh

Necropost? I would like to see every unanswered post on every game forum answered myself. It's pretty frustrating to run into a brick wall and have all the posts on same issue not have responses. My solution was arcane for sure, but I suspect (as so many programmers do), I was hammering something in...
by eagletree
Thu Jan 26, 2012 3:49 pm
Forum: General Bullet Physics Support and Feedback
Topic: aabb box issue with trianglemesh
Replies: 6
Views: 3207

Re: aabb box issue with trianglemesh

Boy, it's been awhile now, and we had to purchase a commercial engine which only supported PhysX, as the lack of support for the 3D engines (Ogre and Irrlicht) was costing us a couple of weeks for each few lines of code. No hit on bullet because it would be my preference, it ended up working flawles...
by eagletree
Tue Sep 20, 2011 10:45 pm
Forum: General Bullet Physics Support and Feedback
Topic: Vehicle Controller Questions
Replies: 5
Views: 3576

Re: Vehicle Controller Questions

I thought I should add to this thread concerning number 3 in the OP. Too many threads are open ended and I'd guess that for new people, it looks like bullet has problems that it doesn't. As I'm sure experts knew, this was not a bullet issue, but a noob issue of having the camera rotation and positio...
by eagletree
Tue Sep 20, 2011 10:33 pm
Forum: General Bullet Physics Support and Feedback
Topic: 2.79 difference?
Replies: 2
Views: 1140

Re: 2.79 difference?

Yes, it is. See http://code.google.com/p/bullet/source/detail?r=2432 Nacho. Thanks for the response. I just wanted to point it out in case someone else had it come up missing in their project and wondered why. I didn't see the above in the release notes. Your link was new to me. Seems like having a...
by eagletree
Mon Sep 19, 2011 9:26 pm
Forum: General Bullet Physics Support and Feedback
Topic: 2.79 difference?
Replies: 2
Views: 1140

2.79 difference?

Is it correct that in 2.79 2440, btContinuousDynamicsWorld.cpp and h are no longer in the src/dynamics directory?
by eagletree
Fri Sep 02, 2011 1:47 pm
Forum: General Bullet Physics Support and Feedback
Topic: Vehicle Controller Questions
Replies: 5
Views: 3576

Re: Vehicle Controller Questions

Thanks very much for the very detailed response, it appears to address all of the issues. I will try this today.
by eagletree
Thu Sep 01, 2011 3:13 am
Forum: General Bullet Physics Support and Feedback
Topic: Vehicle Controller Questions
Replies: 5
Views: 3576

Re: Vehicle Controller Questions

What values are you using for the various suspension settings? I haven't tried > 4 wheels yet. I'm getting brilliant results for an off road type buggy with these values: (using a box as a collision object for now) overall width = 2.4 overall height = 1 overall length = 3.2 mass = 2200 wheelRadius ...
by eagletree
Tue Aug 30, 2011 10:13 pm
Forum: General Bullet Physics Support and Feedback
Topic: Latest Vehicle demo
Replies: 2
Views: 1248

Re: Latest Vehicle demo

Demos are the documentation, but do a net search on Kester Maddock for some valuable notes, plus there is a thread on this forum where he explains some interesting things and it also has a link to his paper. Depending on what graphics engine you are using, there are demonstrations available elsewher...
by eagletree
Sun Aug 28, 2011 10:43 pm
Forum: General Bullet Physics Support and Feedback
Topic: aabb box issue with trianglemesh
Replies: 6
Views: 3207

Re: aabb box issue with trianglemesh

Well if the enum in that h file is correct then it is as I mentioned (but assumed I was wrong). It's my "hidden" capsule of the player character controller and the triangle mesh. Thanks for that, it reinforces to look elsewhere, like at the capsule. Looking for an unset value there would be a new ta...
by eagletree
Sun Aug 28, 2011 10:08 pm
Forum: General Bullet Physics Support and Feedback
Topic: Vehicle Controller Questions
Replies: 5
Views: 3576

Vehicle Controller Questions

I have three questions concerning my implementation of the Vehicle controller. It's working quite well in some ways, but these items continue to plague my progress: 1. We have a model of a large truck similar to airport fuel haulers, only larger like a few military models. It requires two turning se...
by eagletree
Sun Aug 28, 2011 9:43 pm
Forum: General Bullet Physics Support and Feedback
Topic: aabb box issue with trianglemesh
Replies: 6
Views: 3207

aabb box issue with trianglemesh

My level is a btTriangleIndexVertexArray created from an irrlicht mesh. The level looks good, including bounding box in both irrlicht and bullet. In a maximum of 1 out of 3 executions (sometimes less often like 1 out of 5), I get the following error: Overflow in AABB, object removed from simulation ...
by eagletree
Sun Aug 28, 2011 5:03 am
Forum: General Bullet Physics Support and Feedback
Topic: Animated Mesh and Character Controller
Replies: 4
Views: 6163

Re: Animated Mesh and Character Controller

I may be recommending only one way here and I'm sure there are many. From my perspective so far, the purpose of the Kinematic Character Controller is that you are controlling the forces through the setWalkDirection. From that perspective, you know when it's walking, running, and jumping because you ...
by eagletree
Wed Aug 24, 2011 10:23 pm
Forum: General Bullet Physics Support and Feedback
Topic: TriangleMesh CollisionObject and RaycastVehicle not working
Replies: 10
Views: 5090

Re: TriangleMesh CollisionObject and RaycastVehicle not work

Well that is a difference. My working triangle mesh is a rigidbody.
by eagletree
Wed Aug 24, 2011 3:51 pm
Forum: General Bullet Physics Support and Feedback
Topic: TriangleMesh CollisionObject and RaycastVehicle not working
Replies: 10
Views: 5090

Re: TriangleMesh CollisionObject and RaycastVehicle not work

I don't think my code is of use to you since it's irrlicht, but I believe there are examples targeting your environment. The only interesting thing might be that it uses the TriangleIndexVertexArray which corrected issues I had with my triangle mesh (just looked in my notes and I was also using a bt...
by eagletree
Wed Aug 24, 2011 1:10 pm
Forum: General Bullet Physics Support and Feedback
Topic: TriangleMesh CollisionObject and RaycastVehicle not working
Replies: 10
Views: 5090

Re: TriangleMesh CollisionObject and RaycastVehicle not work

The problem rings a bell but it's been a couple of weeks.

Did you create the collision shape with btBvhTriangleMeshShape after building a btTriangleIndexVertexArray?