Search found 8 matches

by gogiii
Tue Nov 08, 2011 8:50 am
Forum: General Bullet Physics Support and Feedback
Topic: btKinematicCharacterController and dynamic rigid bodies.
Replies: 1
Views: 2672

Re: btKinematicCharacterController and dynamic rigid bodies.

well, you can reject using kinematiccontroller and try to make your own. I'm using something like this: // creating character somewhere in sceneInit btVector3 localInertia(0,0,0); // use zero inertia so the character won't be rotated by physics btTransform startTransform = btTransform::getIdentity()...
by gogiii
Fri Oct 21, 2011 11:34 am
Forum: General Bullet Physics Support and Feedback
Topic: Simple raycast tutorial
Replies: 12
Views: 6982

Re: Simple raycast tutorial

well that's the way I am doing raycasting now, but it doesn't define custom callback structure which doesn't take start/end as input.
nah nevermind I'll just wrap it into custom function call as you did..
by gogiii
Thu Oct 20, 2011 7:21 pm
Forum: General Bullet Physics Support and Feedback
Topic: Simple raycast tutorial
Replies: 12
Views: 6982

Re: Simple raycast tutorial

oh thanks, I've tried to search but didn't noticed that topic. Anyway that still doesn't make it clear for me. As end-user I can't see how to inherit something from RayResultCallback to make it easy. Maybe I'm a bit dumb but I just don't see the celar way of how can I remove those variables from Clo...
by gogiii
Thu Oct 20, 2011 11:42 am
Forum: General Bullet Physics Support and Feedback
Topic: Simple raycast tutorial
Replies: 12
Views: 6982

Re: Simple raycast tutorial

Can anybody explain what is the right way to do raycasting? I mean: btCollisionWorld::ClosestRayResultCallback RayCallback(Start, End); ... World->rayTest(Start, End, RayCallback); ... Seriously why should I specify start and end twice? Doesn't the rayTest has its' own start/end? This disallow me us...
by gogiii
Fri Oct 14, 2011 10:08 pm
Forum: General Bullet Physics Support and Feedback
Topic: bullet, bsp, performance
Replies: 7
Views: 3633

Re: bullet, bsp, performance

Okay, I was playing around and decided to make some experiments. I've already read wiki and it says like btConvexHullShape is the fastest, okay I ignore that now and try btBvhTriangleMeshShape for making level statics just for fun. So here is the pseudo-code (because it uses my own bsp structure whi...
by gogiii
Fri Oct 14, 2011 5:53 pm
Forum: General Bullet Physics Support and Feedback
Topic: bullet, bsp, performance
Replies: 7
Views: 3633

Re: bullet, bsp, performance

I've also noticed big slowdown at exit of my application when using big map in debug mode. delete m_dynamicsWorld; // takes a lot of time Pausing debugger shows pointer at: void btHashedOverlappingPairCache::processAllOverlappingPairs(btOverlapCallback* callback,btDispatcher* dispatcher) ...with som...
by gogiii
Tue Oct 11, 2011 12:02 pm
Forum: General Bullet Physics Support and Feedback
Topic: bullet, bsp, performance
Replies: 7
Views: 3633

Re: bullet, bsp, performance

vspyder , hey, thanks for your answer. Yep, I've been testing mostly debug version. Then tried release as you suggested on PC - everything becomes much faster, but still there is a huge impact based on how much statics are added into bullet. Here's some numbers (vsync off, c2d 2.9ghz, 2gb ram, gf88...
by gogiii
Sat Oct 08, 2011 2:31 pm
Forum: General Bullet Physics Support and Feedback
Topic: bullet, bsp, performance
Replies: 7
Views: 3633

bullet, bsp, performance

Hi all. I'm trying to make an android game with nice physics inside of closed environments, so I'd chose to use quake 2 bsp as a base for my levels. First I was using old Tokamak physics engine, which is pretty nice. I used its' terrain callback methods with lookup for closest bsp leaves to generate...