In case anyone has similar problems (I know it's a bit specific). I solved the problem by increasing the margin on the box and decreasing the collision material's damping (to near zero) in our own custom built physics engine.
Hope this helps!
All the best,
Ash
Search found 29 matches
- Mon Mar 18, 2013 9:51 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: "Jaggy" Collisions between box (car) and mesh (track)
- Replies: 3
- Views: 5559
- Thu Jan 31, 2013 9:23 am
- Forum: General Bullet Physics Support and Feedback
- Topic: "Jaggy" Collisions between box (car) and mesh (track)
- Replies: 3
- Views: 5559
- Sat Jan 26, 2013 4:34 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: "Jaggy" Collisions between box (car) and mesh (track)
- Replies: 3
- Views: 5559
"Jaggy" Collisions between box (car) and mesh (track)
Hi Folks, I have been trying to track this problem down for a while. I am using Bullet for collision detection, but a custom physics engine written by a physics professor friend of mine. When the car is "bottoming out" on the track the collision seems to be in the wrong direction (the norm...
- Sat Jun 23, 2012 1:23 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Basic Demo - Unity Bullet Physics
- Replies: 1
- Views: 10331
Re: Basic Demo - Unity Bullet Physics
Wow, awesome stuff. Could you let us know a little bit about how you managed to integrate it? My current project ( http://onlineracingchampionship.com ) uses bullet for collision detection and a custom vehicle dynamics physics engine. I was considering a port to Unity3d, but I couldn't figure out ho...
- Tue Dec 14, 2010 1:20 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Possible Memory Bug in btDbvt.cpp
- Replies: 2
- Views: 3079
Possible Memory Bug in btDbvt.cpp
Hi Folks, I have been experimenting with Intel's Inspector tool (30 day trial) which can detect memory issues such as Uninitialized Memory. I have found quite a few potential problems in my code, but I've noticed one in bullet too. It could be nothing, but I thought I should report it in any case. I...
- Tue Mar 02, 2010 3:52 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Strange bouncing after update to newer Bullet version
- Replies: 1
- Views: 2571
Re: Strange bouncing after update to newer Bullet version
Hi Folks,
Got it working by removing the margin and giving the cylinder proper dimensions.
All the best,
Ash
Got it working by removing the margin and giving the cylinder proper dimensions.
All the best,
Ash
- Tue Mar 02, 2010 2:49 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Strange bouncing after update to newer Bullet version
- Replies: 1
- Views: 2571
Strange bouncing after update to newer Bullet version
Hi Folks, I have recently updated Bullet to the latest version. I had been on a REALLY old version of bullet and it had been working fine. I am simulating cars, so I am using a btCylinderShapeZ for the wheels / a box for the car itself and a btBvhTriangleMeshShape (using tris from an Ogre3d mesh). W...
- Sat Jul 28, 2007 11:24 am
- Forum: Release Announcements
- Topic: Bullet 2.55 SDK released: Ragdoll Demo, SIMD/Vector Math
- Replies: 2
- Views: 50397
- Tue Mar 06, 2007 5:12 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Possible leak in btConvexConvexAlgorithm::CreateFunc
- Replies: 2
- Views: 3987
- Sat Mar 03, 2007 8:02 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Possible leak in btConvexConvexAlgorithm::CreateFunc
- Replies: 2
- Views: 3987
Possible leak in btConvexConvexAlgorithm::CreateFunc
Hi Folks, I'm not sure if i'm not shutting something down properly, but I am getting a small amount of memory unallocated after a run. The constructor: - btConvexConvexAlgorithm::CreateFunc::CreateFunc() { m_ownsSolvers = true; m_simplexSolver = new btVoronoiSimplexSolver(); m_pdSolver = new btGjkEp...
- Sun Jan 21, 2007 9:24 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Advice on optimizing world geometry for use in Bullet
- Replies: 6
- Views: 14386
Hi Erwin, As long as i'm doing more or less the right thing, I think it's probably fast enough for the minute and hopefully there are some optimizations that might speed things up in the next few months. I am using the current version with btAxis3Sweep and btBvhTriangleMeshShape. I think that it is ...
- Sun Jan 21, 2007 4:01 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Advice on optimizing world geometry for use in Bullet
- Replies: 6
- Views: 14386
Anyone else got any suggestions?
Has anyone benchmarked the difference between a lot of small collision meshes and a big one? Just wondering if it would be faster.
Thanks guys!
All the best,
Ash
PS. Making progress: - http://www.siroccoracing.com/indev/drivingLotus.avi
Has anyone benchmarked the difference between a lot of small collision meshes and a big one? Just wondering if it would be faster.
Thanks guys!
All the best,
Ash
PS. Making progress: - http://www.siroccoracing.com/indev/drivingLotus.avi
- Tue Jan 09, 2007 9:34 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Advice on optimizing world geometry for use in Bullet
- Replies: 6
- Views: 14386
Hi Erwin, I have updated to the latest version and I reckon its about twice as quick. It is executing in around 0.8ms normally, but it occasionally it executes in 2-3ms. Even 0.8ms seems a little slow for a couple of boxes on a mesh, can you think of anything I could do to quicken things up a little...
- Mon Jan 08, 2007 10:01 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Advice on optimizing world geometry for use in Bullet
- Replies: 6
- Views: 14386
- Mon Jan 08, 2007 5:58 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Advice on optimizing world geometry for use in Bullet
- Replies: 6
- Views: 14386
Advice on optimizing world geometry for use in Bullet
Hi Folks, In my test application I have a couple of meshes representing the racing track (world geometry) in my game. I am dropping a couple of cars on there (with box collision shapes). I have profiled the collision detection and its taking quite a long time (2-3ms typically) on my 3.6Ghz dual core...