Search found 109 matches

by STTrife
Sun Aug 31, 2014 12:11 pm
Forum: General Bullet Physics Support and Feedback
Topic: Rotating an object representing the ground (Mass = 0)
Replies: 4
Views: 2792

Re: Rotating an object representing the ground (Mass = 0)

I think you can do that with btRigidBody::setDamping (btScalar lin_damping, btScalar ang_damping).
by STTrife
Sun Aug 31, 2014 11:54 am
Forum: General Bullet Physics Support and Feedback
Topic: Rotating an object representing the ground (Mass = 0)
Replies: 4
Views: 2792

Re: Rotating an object representing the ground (Mass = 0)

Have you tried setAngularVelocity (const btVector3 &ang_vel) ???
by STTrife
Sat Aug 30, 2014 11:55 am
Forum: General Bullet Physics Support and Feedback
Topic: manual picture p.18 question
Replies: 0
Views: 2953

manual picture p.18 question

Hi There, In the manual there is this diagram about which collision shape to choose (p.18). Now I want to place a collision box in my world, which will only be used for a raycast (it's an UI thing for 3d building) I will use masks to make sure it doesn't collide with others. Now according to this di...
by STTrife
Thu Aug 14, 2014 9:38 pm
Forum: General Bullet Physics Support and Feedback
Topic: Telling Bullet That Something Happened In The Past
Replies: 28
Views: 12676

Re: Telling Bullet That Something Happened In The Past

I was also wondering why you focus so much on bandwidth. Do you intent to make it work for dialup connections? Where i live everyone has broadband (20 mbit is normal) so bandwitdh is by far not the biggest issue. I guess its more about the whole processing speed of updates, and efficiency and scalab...
by STTrife
Wed Aug 13, 2014 8:41 pm
Forum: General Bullet Physics Support and Feedback
Topic: Telling Bullet That Something Happened In The Past
Replies: 28
Views: 12676

Re: Telling Bullet That Something Happened In The Past

If I understand the article correctly, it's very specific for FPS games, and the rewind is only used on the client side predition of the player character, and I think it also assumes a static world. so it's tuned to a specific situation. So I wouldn't recommend for games with more complex physics si...
by STTrife
Sat Aug 09, 2014 7:27 pm
Forum: General Bullet Physics Support and Feedback
Topic: Telling Bullet That Something Happened In The Past
Replies: 28
Views: 12676

Re: Telling Bullet That Something Happened In The Past

I don't think I understand your post Granyte...

What is the best practice you talk about in the first sentence, and what is 'this' you are referring to in your second sentence?
by STTrife
Wed Aug 06, 2014 7:48 am
Forum: General Bullet Physics Support and Feedback
Topic: Telling Bullet That Something Happened In The Past
Replies: 28
Views: 12676

Re: Telling Bullet That Something Happened In The Past

Meaming BF4 did a poor job? ;) (didn't play it...)
by STTrife
Tue Aug 05, 2014 8:46 am
Forum: General Bullet Physics Support and Feedback
Topic: Telling Bullet That Something Happened In The Past
Replies: 28
Views: 12676

Re: Telling Bullet That Something Happened In The Past

Is there a general 'best practice' way of doing networked physics (what do they use in modern games)? or do game engines all use different methods of networked physics?
by STTrife
Tue Jul 29, 2014 5:44 pm
Forum: General Bullet Physics Support and Feedback
Topic: Collision callback always returns true!!
Replies: 16
Views: 8384

Re: Collision callback always returns true!!

You could also consider using a different physics engine that works Java and where the java port is still updated, or maybe a physics engine that is built in Java. It seems like you are going to have a hard time if you cannot debug the bullet code itself, and the java port is not maintained any long...
by STTrife
Sun Jul 27, 2014 10:58 am
Forum: General Bullet Physics Support and Feedback
Topic: Telling Bullet That Something Happened In The Past
Replies: 28
Views: 12676

Re: Telling Bullet That Something Happened In The Past

if you send regular full updates on the entire state from the authority then I agree you could try local updates in the past, but then 5 seconds seem like a very very long time to 'locally' rewind. I think it can be easily underestimated how much it can go out of sync if you fail to simulate a singl...
by STTrife
Sat Jul 26, 2014 9:33 pm
Forum: General Bullet Physics Support and Feedback
Topic: Telling Bullet That Something Happened In The Past
Replies: 28
Views: 12676

Re: Telling Bullet That Something Happened In The Past

That's easier said than done, if you only rewind parts of the simulation, how do you know if non-rewinded parts weren't supposed to collide with the part(s) you rewind? If you have simulation islands, sure I can imagine you only have to rewind the island the object with lag is on, if you are sure th...
by STTrife
Wed Jul 23, 2014 10:13 am
Forum: General Bullet Physics Support and Feedback
Topic: Telling Bullet That Something Happened In The Past
Replies: 28
Views: 12676

Re: Telling Bullet That Something Happened In The Past

I'm also interested in learning more about this. I'm pretty sure Bullet does not have a build in method to rewind the simulation. I don't know if you could in theory rewind by simulating the reverse of the current simulation, but I think that even if that is possible, I think it would be very costly...
by STTrife
Mon Dec 02, 2013 10:05 am
Forum: General Bullet Physics Support and Feedback
Topic: Collision between 2 objects
Replies: 5
Views: 3325

Re: Collision between 2 objects

you make a function bool ContactProcessed(btManifoldPoint& cp, void *body0, void *body1) { //Do your collision handling / action here return false; } Then in your startup procudure you set gContactProcessedCallback = ContactProcessed Now bullet will call this function for every 2 objects that collid...
by STTrife
Sat Nov 23, 2013 12:18 pm
Forum: General Bullet Physics Support and Feedback
Topic: Collisions for enclosed boxes
Replies: 2
Views: 1890

Re: Collisions for enclosed boxes

Nobody know if collisions are detected is a cube is fully inside another cube?
I thought this would be a very basic question, and it's also relevant if you are considering tunneling etc.
Please, anyone?
by STTrife
Fri Nov 22, 2013 6:48 pm
Forum: General Bullet Physics Support and Feedback
Topic: Way to Measure "Entropy" in a Simulation State
Replies: 4
Views: 3864

Re: Way to Measure "Entropy" in a Simulation State

I suppose you could combine them in some way, but maybe also take a look at this: http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Determinism If you set up your phsyics world in a deterministic way and you have a steady framerate, you have no reason to assume that the simulations will drift a...