Search found 25 matches

by Pyritie
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
by Pyritie
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!
by Pyritie
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...
by Pyritie
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'...
by Pyritie
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
by Pyritie
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 ...
by Pyritie
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...
by Pyritie
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?
by Pyritie
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...
by Pyritie
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 ...
by Pyritie
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...
by Pyritie
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...
by Pyritie
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'...