Search found 13 matches
- Tue Mar 13, 2012 11:41 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Help me achieve more realism with my dice?
- Replies: 9
- Views: 12676
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 movi...
- Wed Feb 22, 2012 2:16 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Help me achieve more realism with my dice?
- Replies: 9
- Views: 12676
Re: Help me achieve more realism with my dice?
Thanks Dr.Shepherd - I kept the framerate at 60 because that's the max that an iPhone can support (I think) but I'll try bumping it up to see if I can get better results. Maybe that will help with the slight ghosting that occurs too.
- Tue Feb 21, 2012 8:58 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Help me achieve more realism with my dice?
- Replies: 9
- Views: 12676
Re: Help me achieve more realism with my dice?
Very interesting idea. That would require some complex additions to my code - but the result might be worth it. Thanks for your suggestion kloplop321. While you're here, do you have any idea why the current implementation yields unrealistic results?
- Tue Feb 21, 2012 6:51 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Help me achieve more realism with my dice?
- Replies: 9
- Views: 12676
Re: Help me achieve more realism with my dice?
Hmm, perhaps it's my timestep/substeps? Currently, I have:
Maybe it needs more adjusting?
Code: Select all
-(void)updatePhysics:(ccTime)dt {
dynamicsWorld->stepSimulation(1/60.f, 10, 1/120.f);
...
}
- Tue Feb 21, 2012 2:41 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Help me achieve more realism with my dice?
- Replies: 9
- Views: 12676
Help me achieve more realism with my dice?
Hi all, I've been working on this for the past week or two (and gotten some great help from these forums) and it's coming along great. Now I'd like to see if I can get some more help simulating a more realistic dice rolling experience. Here's a video of what my application currently looks like: http...
- Wed Feb 15, 2012 3:29 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btIDebugDraw problems
- Replies: 12
- Views: 19247
Re: btIDebugDraw problems
Thanks very much dphil. It seems to be a problem with my project file (likely because I am using a wrapper to integrate Bullet into Cocos3d). I appreciate all your help.
- Tue Feb 14, 2012 3:06 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btIDebugDraw problems
- Replies: 12
- Views: 19247
Re: btIDebugDraw problems
Well, I'm very close... I've put this in myDebug.cpp: #include <iostream> #include "myDebug.h" #include <OpenGL/OpenGL.h> #include <OpenGL/gl.h> #include <OpenGL/glu.h> #include <GLUT/glut.h> using std::cout; using std::endl; #include <stdio.h> myDebug::myDebug() { } void myDebug::drawLine...
- Mon Feb 13, 2012 11:40 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btIDebugDraw problems
- Replies: 12
- Views: 19247
Re: btIDebugDraw problems
Thanks very much Erwin for pointing me in that direction. I'll check it out!
- Mon Feb 13, 2012 11:37 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btIDebugDraw problems
- Replies: 12
- Views: 19247
Re: btIDebugDraw problems
Thanks, that did it! I set it to 1 and now drawLine() gets called. Now I'm just trying to figure out how to actually draw the lines, haha. You said glBegin(GL_LINES); but that seems to be throwing an error ("Conflicting types for 'gluLookAt' and 'gluPerspective' ?). I'll do some research on tha...
- Mon Feb 13, 2012 9:54 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btIDebugDraw problems
- Replies: 12
- Views: 19247
Re: btIDebugDraw problems
dphil: I hate to say it but I still can't get the debugger to work. I'm new to C++ (but not a newcomer to programming) so I'm probably making a simple mistake somewhere. This is my btIDebugDraw implementation (I named it myDebug.h) #include "btIDebugDraw.h" #include <iostream> using std::c...
- Sun Feb 12, 2012 1:32 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btIDebugDraw problems
- Replies: 12
- Views: 19247
Re: btIDebugDraw problems
Great, I'll give it a try. I really appreciate your help.
- Sun Feb 12, 2012 12:13 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btIDebugDraw problems
- Replies: 12
- Views: 19247
Re: btIDebugDraw problems
Thanks for you help. I don't have a debug drawer implementation - that must be my problem. How would I do that? I can't find many examples online, and I checked the API reference on btIDebugDraw but am still a bit confused. Although maybe the OpenGL-based debug drawer is more of what I'm after. I'll...
- Sat Feb 11, 2012 8:57 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btIDebugDraw problems
- Replies: 12
- Views: 19247
btIDebugDraw problems
I've been attempting to work with Cocos3D and Bullet Physics for the past week or so. Things are progressing (slowly but surely) but I am having problems using btIDebugDraw. here is a snippet of the code for the btBoxShape that I would like to show as a wireframe for debug purposes. I have created a...