Search found 25 matches
- Thu Mar 29, 2012 12:36 am
- Forum: Release Announcements
- Topic: Bullet 2.80 SP1 release :OpenCL rigid bodies & Android
- Replies: 17
- Views: 213382
Re: Bullet 2.80 SP1 release :OpenCL rigid bodies & Android
I think this also fixed a bug I was having with ghost objects preventing other objects inside them from deactivating, even when they shouldn't have any effect on each other at all due to collision groups
- Thu Mar 29, 2012 12:33 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Poor performance with 9 raycast vehicles
- Replies: 7
- Views: 9966
Re: Poor performance with 9 raycast vehicles
I think that fixed that problem, hooray!
- Tue Mar 27, 2012 1:49 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Poor performance with 9 raycast vehicles
- Replies: 7
- Views: 9966
- Sat Mar 24, 2012 12:52 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Poor performance with 9 raycast vehicles
- Replies: 7
- Views: 9966
Re: Poor performance with 9 raycast vehicles
hmmm... I think another big source of slowdowns are these "trigger regions" I have, used for waypoints for the AI-controlled karts. Apparently this is what it's like without these trigger regions: http://dl.dropbox.com/u/1619596/Captures/Capture256.PNG and with them: http://bulletphysics.o...
- Fri Mar 23, 2012 6:06 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Poor performance with 9 raycast vehicles
- Replies: 7
- Views: 9966
Re: Poor performance with 9 raycast vehicles
9 karts with just a plane and no other level graphics: http://dl.dropbox.com/u/1619596/Captures/Capture254.PNG 9 karts on the regular course with all of the other physics objects except the triangle meshes: http://dl.dropbox.com/u/1619596/Captures/Capture255.PNG what do you suggest I use instead? I'...
- Thu Mar 22, 2012 3:43 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Poor performance with 9 raycast vehicles
- Replies: 7
- Views: 9966
Re: Poor performance with 9 raycast vehicles
also I'm using bulletsharp with mogre
- Thu Mar 22, 2012 3:42 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Poor performance with 9 raycast vehicles
- Replies: 7
- Views: 9966
Poor performance with 9 raycast vehicles
I'm making a kart game. For a while I only had one kart with some stuff in the level I could smash about and everything was fine. Recently I added a bunch of other karts with some simple waypoint AI. Now the speed has decreased a TON and it's really slow. I used to use a fixed timestep of 1/90 with ...
- Thu Mar 22, 2012 3:31 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Help me achieve more realism with my dice?
- Replies: 9
- Views: 12380
Re: Help me achieve more realism with my dice?
I'm back with another question :) What is the best method to apply a steady, constant velocity to my dice while the user is shaking his phone? Right now I do an applyImpulse() once to the dice when the user shakes his phone, which gives it initial movement, but I would like the dice to continue mov...
- Fri Aug 26, 2011 4:25 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Smoothing collision callbacks for moving object w/gravity
- Replies: 3
- Views: 3769
Re: Smoothing collision callbacks for moving object w/gravit
What's your fixed timestep?
- Wed Aug 24, 2011 10:37 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: TriangleMesh CollisionObject and RaycastVehicle not working
- Replies: 10
- Views: 12006
Re: TriangleMesh CollisionObject and RaycastVehicle not work
well
I have no idea what the hell just happened but I made it a rigid body again and now it doesn't spaz out at all
I guess this is solved?
I have no idea what the hell just happened but I made it a rigid body again and now it doesn't spaz out at all
I guess this is solved?
- Wed Aug 24, 2011 8:36 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: TriangleMesh CollisionObject and RaycastVehicle not working
- Replies: 10
- Views: 12006
Re: TriangleMesh CollisionObject and RaycastVehicle not work
I think I found the problem, it's in btDefaultVehicleRaycaster - void* btDefaultVehicleRaycaster::castRay(const btVector3& from,const btVector3& to, btVehicleRaycasterResult& result) { // RayResultCallback& resultCallback; btCollisionWorld::ClosestRayResultCallback rayCallback(from,t...
- Wed Aug 24, 2011 8:33 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Moving platforms
- Replies: 15
- Views: 12332
Re: Moving platforms
Do you mean update the transform of the kinematic moving platform? I can but it doesn't seem to interact with dynamic objects that well. I would get unwanted penetration between the kinetic object and dynamic object. Yeah but then the dynamic objects would just get out of the way, as usual. Things ...
- Wed Aug 24, 2011 5:17 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: TriangleMesh CollisionObject and RaycastVehicle not working
- Replies: 10
- Views: 12006
Re: TriangleMesh CollisionObject and RaycastVehicle not work
I can drive over BoxShapes and stuff like that just fine, just not this mesh. And yes the chassis IS sitting on the level. That's the problem - the wheels are going right through it. looks like vehicle's raytest doesn't see the shape... there are some thresholds and collision groups set in your cod...
- Wed Aug 24, 2011 1:35 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: TriangleMesh CollisionObject and RaycastVehicle not working
- Replies: 10
- Views: 12006
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? I used a TriangleMesh var shape = new BvhTriangleMeshShape(OgreToBulletMesh.Convert(dslEnt, dslNode), true, true); var body = new Col...
- Wed Aug 24, 2011 11:03 am
- Forum: General Bullet Physics Support and Feedback
- Topic: TriangleMesh CollisionObject and RaycastVehicle not working
- Replies: 10
- Views: 12006
Re: TriangleMesh CollisionObject and RaycastVehicle not work
my wheels have: Radius = 0.7 Width = 0.5 SuspensionRestLength = 0.4 SpringStiffness = 200 SpringCompression = 4.2 SpringDamping = 20 FrictionSlip = 100 RollInfluence = 0.2 I can drive over BoxShapes and stuff like that just fine, just not this mesh. And yes the chassis IS sitting on the level. That'...