Search found 12 matches
- Wed Jun 14, 2023 4:00 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Issues simulating buoyancy with forces
- Replies: 4
- Views: 51936
Re: Issues simulating buoyancy with forces
Thanks. I ended up just using a linear drag function, specifically there's a good implementation in Game Programming Gems 6 (Can be borrowed for free on archive.org). Seems to be alot more stable. Also I should add, the sphere approximation is actually really bad :cry:, unless your shape is already ...
- Tue Jun 13, 2023 5:11 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Issues simulating buoyancy with forces
- Replies: 4
- Views: 51936
Re: Issues simulating buoyancy with forces
Yeah I thought the AABB approximation might have too much error so I tried it with a sphere instead, using the volume of the sphere cap cut off by the water plane. I'm gonna double check my math on that once I get a chance but it's also presenting the same issue. Things are very unstable, so i suspe...
- Tue Jun 13, 2023 12:18 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Issues simulating buoyancy with forces
- Replies: 4
- Views: 51936
Issues simulating buoyancy with forces
So I'm trying to simulate buoyancy (and drag) by calculating and applying it's force every step. But I'm having some issues, I seem to be getting things exploding and bouncing everywhere when they hit the water (fluid_box in the code below). I'm approximating the displaced fluid using the AABB inter...
- Sun Feb 19, 2023 8:59 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Is it possible to create an ellipsoid shape in Bullet?
- Replies: 1
- Views: 33443
Is it possible to create an ellipsoid shape in Bullet?
So I have an object that I need to represent that is roughly ellipsoidal, basically a squashed sphere. Can I simply make this with a btSphereShape and setting the local scaling? or are there drawbacks with this approach? Since bullet doesn't seem to come out of the box with an ellipsoid shape, what ...
- Tue Jan 22, 2013 12:19 am
- Forum: General Bullet Physics Support and Feedback
- Topic: my explosion code causes game to crash
- Replies: 0
- Views: 3448
my explosion code causes game to crash
I wrote some code to create an explosion and I seem to be having some trouble with it. When it is used it causes the game to crash. I assumed this was because I was trying to upcast a btRigidBody from a btCollsionObject that didn't have one. I check to see if the object is static or not but maybe th...
- Thu Dec 20, 2012 4:10 am
- Forum: General Bullet Physics Support and Feedback
- Topic: How can I create an arbitrary collision shape?
- Replies: 2
- Views: 4088
Re: How can I create an arbitrary collision shape?
I use this tool with a lowpoly obj file:
http://bulletphysics.org/Bullet/phpBB3/ ... php?t=7159
then I load the resulting .bcs file as my collision shape
http://bulletphysics.org/Bullet/phpBB3/ ... php?t=7159
then I load the resulting .bcs file as my collision shape
- Thu Dec 20, 2012 3:51 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Kinematic Character isn't interacting with dynamic objects
- Replies: 1
- Views: 3119
Kinematic Character isn't interacting with dynamic objects
according to here: http://code.google.com/p/bullet/source/detail?r=1457 bullet should support collisions between btKinematicCharacterController and dynamic objects however when my character comes into contact with dynamic objects it does one of two things: 1. goes right through the object 2. walks o...
- Thu Nov 08, 2012 1:35 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet optimization
- Replies: 1
- Views: 3471
Bullet optimization
I have recently determined that a large performance bottleneck in my game is physics. Right now I run bullet without any parallelization. I tried using btParallelConstraintSolver but weird things happened such as my character not slowing down and objects not making contact. Is there more work requir...
- Tue Nov 06, 2012 12:54 am
- Forum: General Bullet Physics Support and Feedback
- Topic: why is setAngularVelocity done by Euler?
- Replies: 1
- Views: 3482
why is setAngularVelocity done by Euler?
I just realized when I was trying to use setAngularVelocity that it took its input as a Yaw Pitch Roll vector (I thinks that what it corresponds to). I was just wondering why setAngularVelocity did not have an overload using a quaternion which would make sense in many cases?
- Fri Sep 14, 2012 9:45 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: how to sync bullet in online game?
- Replies: 2
- Views: 3576
Re: how to sync bullet in online game?
I would recommend doing physics on the server side it would simplify things allot and stop slower computers from affecting the game speed. If your multiplayer isn't server based then I would choose one player to "Host" the game and the physics would be done on their computer. The inputs fr...
- Thu Sep 06, 2012 9:03 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: avoid deceleration when character is moving uphill
- Replies: 1
- Views: 3146
avoid deceleration when character is moving uphill
Hi I'm using a rigid body as my character (not the kinematic character controller). I'm having an issue where when my player is moving up small inclines such as rough terrain (less than 0.5m) they experience deceleration when they shoud just walk over a small bump, I'm moving the character using set...
- Sun Apr 15, 2012 3:51 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: testing jump using ray cast
- Replies: 1
- Views: 3340
testing jump using ray cast
Hi I'm writing a game using bullet and I'm having trouble testing whether or not my character should be able to jump. The character should only be able to jump If they are standing on something so I decided to cast a ray downward and if that ray hits something then they will jump. But here is my pro...