Search found 28 matches
- Fri Jan 27, 2012 1:57 am
- Forum: General Bullet Physics Support and Feedback
- Topic: aabb box issue with trianglemesh
- Replies: 6
- Views: 6271
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...
- Thu Jan 26, 2012 3:49 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: aabb box issue with trianglemesh
- Replies: 6
- Views: 6271
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...
- Tue Sep 20, 2011 10:45 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Vehicle Controller Questions
- Replies: 5
- Views: 6785
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...
- Tue Sep 20, 2011 10:33 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: 2.79 difference?
- Replies: 2
- Views: 2715
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...
- Mon Sep 19, 2011 9:26 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: 2.79 difference?
- Replies: 2
- Views: 2715
2.79 difference?
Is it correct that in 2.79 2440, btContinuousDynamicsWorld.cpp and h are no longer in the src/dynamics directory?
- Fri Sep 02, 2011 1:47 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Vehicle Controller Questions
- Replies: 5
- Views: 6785
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.
- Thu Sep 01, 2011 3:13 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Vehicle Controller Questions
- Replies: 5
- Views: 6785
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 ...
- Tue Aug 30, 2011 10:13 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Latest Vehicle demo
- Replies: 2
- Views: 2767
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...
- Sun Aug 28, 2011 10:43 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: aabb box issue with trianglemesh
- Replies: 6
- Views: 6271
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 b...
- Sun Aug 28, 2011 10:08 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Vehicle Controller Questions
- Replies: 5
- Views: 6785
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...
- Sun Aug 28, 2011 9:43 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: aabb box issue with trianglemesh
- Replies: 6
- Views: 6271
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 ...
- Sun Aug 28, 2011 5:03 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Animated Mesh and Character Controller
- Replies: 4
- Views: 9430
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 ...
- Wed Aug 24, 2011 10:23 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: TriangleMesh CollisionObject and RaycastVehicle not working
- Replies: 10
- Views: 12131
Re: TriangleMesh CollisionObject and RaycastVehicle not work
Well that is a difference. My working triangle mesh is a rigidbody.
- Wed Aug 24, 2011 3:51 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: TriangleMesh CollisionObject and RaycastVehicle not working
- Replies: 10
- Views: 12131
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...
- Wed Aug 24, 2011 1:10 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: TriangleMesh CollisionObject and RaycastVehicle not working
- Replies: 10
- Views: 12131
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?
Did you create the collision shape with btBvhTriangleMeshShape after building a btTriangleIndexVertexArray?