Search found 9 matches
- Wed Jul 25, 2012 7:45 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Which callback to use for sphere-sphere contact ?
- Replies: 0
- Views: 2360
Which callback to use for sphere-sphere contact ?
I'm still learning to use bullet, I've successfully used raycast using callback, but I have no idea which callback to use, I guess it is ClosestConvexResultCallback or ContactResultCallback but I don't understand the constructor parameters for the first and the latter is said to be used to report co...
- Sat Mar 17, 2012 8:14 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Counter strike recoil feel
- Replies: 2
- Views: 11660
Counter strike recoil feel
http://www.youtube.com/watch?v=gGXijf32L1g I would like to have the same recoil-feel counter strike has. I'm currently focusing on the camera angle (the pitch, not the yaw) and not the bullet trajectories. I had some feedback and code from a cspromod dev who reverse engineered counter-strike behavio...
- Wed Mar 07, 2012 10:54 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: what is the purpose of those methods ?
- Replies: 3
- Views: 6635
Re: what is the purpose of those methods ?
I managed to get collisions working without using those callbacks, so to be clear, in what situation would I need to use those callbacks and those 2 methods I asked above ? Are they useful to get some info about the concerned triangle ? I'm also doing some basic raycasting, I want to know the coordi...
- Sun Feb 19, 2012 11:50 am
- Forum: General Bullet Physics Support and Feedback
- Topic: [Feature request] method to provide collision object index
- Replies: 1
- Views: 3220
[Feature request] method to provide collision object index
I made an Ogre3D application, and am using bullet only to detect collisions. I use a vector of objects in ogre, and fill the array in CollisionWorld::getCollisionObjectArray() with the corresponding index. For example if I have a certain ogre object in: Entities[45]; The corresponding bullet collisi...
- Thu Feb 16, 2012 8:44 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: what is the purpose of those methods ?
- Replies: 3
- Views: 6635
what is the purpose of those methods ?
All I want is collisions between many object (no more than about 30), no dymamics. I'm currently using btOgre, and since I'm just using simple shapes like sphere and boxes, it doesn't bring a lot. I'm currently trying to understand this demo: http://code.google.com/p/bullet/source/browse/trunk/Demos...
- Thu Feb 09, 2012 3:12 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet development updates
- Replies: 15
- Views: 21003
Re: Bullet development updates
I tried to get Havok (the free version thing for indie devs), quite surprised to see that when the download started, it was a 1.1GB file at 20ko/s. Open source is still important to me, but still a physics is a ton of work... Everybody needs a little money to live :) Still I'm still eager to see the...
- Thu Feb 09, 2012 3:03 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Simulate gun bullets with high speed collision misses
- Replies: 1
- Views: 3882
Simulate gun bullets with high speed collision misses
What is the proper way to simulate bullets ? I want those bullets to be not instantaneous, and since they are known to travel fast and have little if not punctual size, there can be collision misses. One single raycast will not be enough, should I raycast once per step to check if the bullet went th...
- Thu Feb 02, 2012 5:43 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Proper way of moving collision shapes
- Replies: 3
- Views: 4759
Re: Proper way of moving collision shapes
What is the purpose of this class in the demo, and its overidden method ? struct btDrawingResult : public btCollisionWorld::ContactResultCallback virtual btScalar addSingleResult(btManifoldPoint& cp, const btCollisionObject* colObj0,int partId0,int index0,const btCollisionObject* colObj1,int par...
- Fri Jan 27, 2012 12:44 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Ogre3D and bullet: plain bullet or OgreBullet ?
- Replies: 2
- Views: 4136
Ogre3D and bullet: plain bullet or OgreBullet ?
Hello, I have an Ogre3D application, and all I need is collision detection. I need an honest opinion, I already managed to link bullet into my project, created a CollisionWorld, but I'm still a little lost... To begin I just want to detect collisions with simple btSphereShape. Should I use btOgre in...