Is it possible to have an approximate date for Bullet 3 ?
Kinematic character controller will works correctly using capsule on Bullet 3 ?
Bullet 3 will be as stable as PhysX ?
Search found 14 matches
- Tue Jul 01, 2014 3:36 am
- Forum: Release Announcements
- Topic: Preparing Bullet 2.83 and 3.x at github, clone and test!
- Replies: 2
- Views: 75160
- Wed Feb 05, 2014 3:25 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet 3
- Replies: 2
- Views: 3941
Bullet 3
Hi,
We are on the second month of 2014 and I would know if a release date is know for Bullet 3 ?
I would know if Bullet 3 is more stable than Bullet 2, for example Kinematic Character Controller.
Does it works like Bullet 2 or it's completly different ?
Thanks
We are on the second month of 2014 and I would know if a release date is know for Bullet 3 ?
I would know if Bullet 3 is more stable than Bullet 2, for example Kinematic Character Controller.
Does it works like Bullet 2 or it's completly different ?
Thanks
- Fri Jan 24, 2014 1:19 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Issue Found : btkinematiccharactercontroller
- Replies: 0
- Views: 3869
Issue Found : btkinematiccharactercontroller
Hi all,
I've found an issue when I use btkinematiccharactercontroller and a Capsule.
If the start transform is inside the btTriangleMeshShape, I got a crash of bullet physics.
That should not happen I guess, the only way is to set the start transform a bit upper.
I've found an issue when I use btkinematiccharactercontroller and a Capsule.
If the start transform is inside the btTriangleMeshShape, I got a crash of bullet physics.
That should not happen I guess, the only way is to set the start transform a bit upper.
- Fri Jan 24, 2014 1:09 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btkinematiccharactercontroller capsule offset
- Replies: 1
- Views: 3912
btkinematiccharactercontroller capsule offset
Hi all,
using btkinematiccharactercontroller you need to set to it a btConvexShape but I need an offset on the capsule to have it good.
The offset needs to be the half of the height on the y, because my character mesh has foot at 0.
There is a way to achieve that ?
Thanks
using btkinematiccharactercontroller you need to set to it a btConvexShape but I need an offset on the capsule to have it good.
The offset needs to be the half of the height on the y, because my character mesh has foot at 0.
There is a way to achieve that ?
Thanks
- Thu Jan 23, 2014 3:09 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Big value crash
- Replies: 0
- Views: 3954
Big value crash
Hi all, When using bullet with big values (using units and not meters, so 1.75 is like 50), I got a crash when enter in collision using a capsule. It's funny because I don't have a crash using a sphere as collision shape. I got very bad result too on the update of the physic, maybe Bullet become mad...
- Mon Dec 03, 2012 4:51 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Kinematic Character Controller
- Replies: 0
- Views: 2823
Kinematic Character Controller
Hi,
I would to know the advance of the kinematic character controller in Bullet Physics.
is it still experimental ?
Thanks
I would to know the advance of the kinematic character controller in Bullet Physics.
is it still experimental ?
Thanks
- Sat Apr 14, 2012 1:28 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Scaling the world And Stairs
- Replies: 1
- Views: 3068
Scaling the world And Stairs
Hi, I'm using bullet on my game, all is working fine at this moment. My first question is about the scaling.I must scale my objet 0.02f on each axis to not have slow motion. Do It has one way to change the scaling ? My second question is about character controller. I have done a character controller...
- Thu Jan 05, 2012 1:45 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Using Bullet for collision in ParticleSystem
- Replies: 2
- Views: 5328
Using Bullet for collision in ParticleSystem
Hi,
currently working on a particle system, i would use bullet to manage collision.
What is the best solution to do this ?
Is-it correct to use box shape for each particle ?
Thanks
currently working on a particle system, i would use bullet to manage collision.
What is the best solution to do this ?
Is-it correct to use box shape for each particle ?
Thanks
- Mon Dec 05, 2011 2:10 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Can't Move rigid body / Apply force
- Replies: 3
- Views: 12753
Re: Can't Move rigid body / Apply force
Here the bullet code I use to create a world, static plane and a ball : broadphase = new btDbvtBroadphase(); collisionConfiguration = new btDefaultCollisionConfiguration(); dispatcher = new btCollisionDispatcher(collisionConfiguration); solver = new btSequentialImpulseConstraintSolver; dynamicsWorld...
- Fri Dec 02, 2011 1:02 am
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Can't Move rigid body / Apply force
- Replies: 3
- Views: 12753
Can't Move rigid body / Apply force
Hi, I have bullet correctly initialized and have 200 sphere who collide, all works fine but when i want apply force to a rigid body he doesn't do anything or if i use translate( vec3 ) on a simple sphere on a plane, he moves but don't update his position with gravity. Do I have forget something ? Th...
- Wed Aug 17, 2011 12:10 am
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Dynamica CompoundShape / multiSphereShape
- Replies: 1
- Views: 5328
Dynamica CompoundShape / multiSphereShape
Hi,
I would have informations about implementation of compound shape into dynamica plugin and if multiShapeSphere will be implemented too, because rigid body sphere shape don't allow to use non-uniform scalling factor.
Thanks to answer
I would have informations about implementation of compound shape into dynamica plugin and if multiShapeSphere will be implemented too, because rigid body sphere shape don't allow to use non-uniform scalling factor.
Thanks to answer
- Wed Aug 17, 2011 12:06 am
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Compound collision shape using .bullet binary file
- Replies: 1
- Views: 6188
Re: Compound collision shape using .bullet binary file
Ok, i have a solution (don't have try it for now) :
Using btBulletWorldImporter and set a NULL pointer at the constructor and get the collision list.
Using btBulletWorldImporter and set a NULL pointer at the constructor and get the collision list.
- Tue Aug 16, 2011 12:30 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btCompoundShape, sphere shape scaling.
- Replies: 1
- Views: 2398
btCompoundShape, sphere shape scaling.
Hi,
Using a btCompoundShape to set a list of collision shape, btSphereShape is scaled when
SetLocalScaling is used or it need to use a btMultiSphereShape with just 1 sphere ?
Thanks to answer
Using a btCompoundShape to set a list of collision shape, btSphereShape is scaled when
SetLocalScaling is used or it need to use a btMultiSphereShape with just 1 sphere ?
Thanks to answer
- Sat Aug 13, 2011 3:42 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Compound collision shape using .bullet binary file
- Replies: 1
- Views: 6188
Compound collision shape using .bullet binary file
Hi, I have used maya dynamica plugin, all working good when a play animation, this plugin is good ! My question is simple, when I export to .bullet binary file, i suppose he exports all structure data with name all that. Is it possible to import this .bullet file just for one objet into a btCompound...