Search found 49 matches

by CookieMonster
Thu Nov 29, 2012 9:12 pm
Forum: General Bullet Physics Support and Feedback
Topic: Optimized line intersection with height field
Replies: 0
Views: 3140

Optimized line intersection with height field

This is not a complete description of the modification since I have modified more things in the height field class. Just see processTrianglesAlongLine as pseudo code for how to improve the speed for line intersections. The code assume that btScalar is defined as float since that is what I use. Some ...
by CookieMonster
Tue May 29, 2012 1:58 pm
Forum: General Bullet Physics Support and Feedback
Topic: Collision with interior of a collision shape.
Replies: 2
Views: 3626

Re: Collision with interior of a collision shape.

The inside would be concave and can't use convex to convex collision algorithms. It would be easier to just have a btBvhTriangleMeshShape and keep it static.
by CookieMonster
Sat May 05, 2012 9:56 am
Forum: General Bullet Physics Support and Feedback
Topic: Creating Custom Collision Object
Replies: 1
Views: 2675

Re: Creating Custom Collision Object

You do not have to make your own collision algorithm for static triangle shapes. If you inherit btConcaveShape like in the heightfield class does, the engine will call processAllTriangles with an AABB for the section that it is interested in and use it for collisions.
by CookieMonster
Fri May 04, 2012 7:02 pm
Forum: General Bullet Physics Support and Feedback
Topic: I made a new convex hull shape optimizer
Replies: 0
Views: 2800

I made a new convex hull shape optimizer

Since the convex hull optimizer that I tried caused my low detailed convex hulls to become more complex than before, I made a new convex hull optimizer that will remove every point inside the convex hull without adding any new points given that the input does not have any close pair of points. To re...
by CookieMonster
Tue May 01, 2012 6:17 pm
Forum: General Bullet Physics Support and Feedback
Topic: Optimizing world with double link list
Replies: 0
Views: 2811

Optimizing world with double link list

I am trying to optimize the Bullet engine by keeping a non allocating double link list of each active rigid body so that the world don't have to ask each sleeping body if it is active. The only thing missing is a way to know when a rigid body has changed it's activation state so that isActive() give...
by CookieMonster
Tue May 01, 2012 12:08 pm
Forum: General Bullet Physics Support and Feedback
Topic: Wheel Control / Spinning question
Replies: 1
Views: 2404

Re: Wheel Control / Spinning question

You might be able to make your own friction function. Use a low viscous friction and a high stribeck friction to make the wheels loose grip when spinning.
by CookieMonster
Tue May 01, 2012 11:22 am
Forum: General Bullet Physics Support and Feedback
Topic: Reusing shapes - simple question
Replies: 1
Views: 2945

Re: Reusing shapes - simple question

Each size of the cube need a different shape.
by CookieMonster
Sat Apr 28, 2012 3:17 pm
Forum: General Bullet Physics Support and Feedback
Topic: Cross-platform determinism
Replies: 3
Views: 4548

Re: Cross-platform determinism

Even on the same version of Windows, different CPUs do floatingpoint calculations in different ways so that the result is noticeably different after a divergent simulation.
by CookieMonster
Sat Apr 28, 2012 3:04 pm
Forum: General Bullet Physics Support and Feedback
Topic: Smooth Rotation of a Rigid Body
Replies: 1
Views: 2806

Re: Smooth Rotation of a Rigid Body

If your character is a round shape then you only need to rotate the visual representation. By running backwards and sidestepping, your character can change direction using a fast acceleration while the direction is slowly turning to the walking direction. The head can turn to the walking direction f...
by CookieMonster
Sat Apr 28, 2012 2:53 pm
Forum: General Bullet Physics Support and Feedback
Topic: Rolling back solved constraints
Replies: 2
Views: 2999

Re: Rolling back solved constraints

I would use a compound shape for each heavy body so that the small details will always be in the right place.
You can also use class inheritance if you want to modify the engine while still being able to upgrade to a new version of Bullet.
by CookieMonster
Thu Apr 26, 2012 6:25 pm
Forum: General Bullet Physics Support and Feedback
Topic: Grid Collision
Replies: 5
Views: 5168

Re: Grid Collision

The default broadphase is using a dynamic tree for each group of bodies and therefor the lookup cost for small dynamic bodies is only O(log n) where n is the number of static bodies. My game use thousands of static bodies without any problem.
by CookieMonster
Thu Apr 26, 2012 6:15 pm
Forum: General Bullet Physics Support and Feedback
Topic: btGhostObject assertion failed on delete
Replies: 2
Views: 3011

Re: btGhostObject assertion failed on delete

You must remove the object from the world before deleting it.

Code: Select all

btGhostObject::~btGhostObject()
{
	///btGhostObject should have been removed from the world, so no overlapping objects
	btAssert(!m_overlappingObjects.size());
}
by CookieMonster
Thu Apr 26, 2012 5:57 pm
Forum: General Bullet Physics Support and Feedback
Topic: General and building questions
Replies: 3
Views: 5858

Re: General and building questions

A wrapper might give some built in functionality for debug drawing and synchronization with graphical objects.

I recomend that you make a collision shape that generate triangles from a dynamic octree.
by CookieMonster
Sun Apr 22, 2012 3:53 pm
Forum: General Bullet Physics Support and Feedback
Topic: Two ways of getting world transform.
Replies: 2
Views: 3060

Re: Two ways of getting world transform.

I don't see how one can be removed without forcing a lot of people to rewrite their code.