Search found 14 matches

by mike1
Sat Apr 27, 2013 4:45 am
Forum: General Bullet Physics Support and Feedback
Topic: correcting client movements
Replies: 1
Views: 3575

correcting client movements

Hi everyone, I'm writing a server/client game, both server and client use Bullet physics. My server has the 'real' world, and it sends this world to clients. When clients update the server, they send to the server their direction of movement. When the server receives this message, a certain amount o...
by mike1
Mon Apr 22, 2013 2:23 pm
Forum: General Bullet Physics Support and Feedback
Topic: calculating new object location
Replies: 4
Views: 5043

Re: calculating new object location

You're absolutely right. At first I wanted to choose a partial solution, which I thought would make my life easier. I was wrong. It's partial and harder to implement. What I had before I started this thread was: 1. Server sends world information to client 2. Client sets state according to message <-...
by mike1
Fri Apr 19, 2013 2:15 pm
Forum: General Bullet Physics Support and Feedback
Topic: calculating new object location
Replies: 4
Views: 5043

Re: calculating new object location

Hi Jyavoc, Thanks for the reply! You can read more about games networking in this article: http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/ I do something very similar to what you suggested - the client & server decide on their o...
by mike1
Tue Apr 16, 2013 6:21 am
Forum: General Bullet Physics Support and Feedback
Topic: calculating new object location
Replies: 4
Views: 5043

calculating new object location

Hi everyone, I'm writing a network game. I would like clients to show their players' location based on what the server sends them. However, due to lag between the server and the client, when the server sends location X in time T to the client, the client should calculate where the player will be in ...
by mike1
Tue Oct 09, 2012 7:24 pm
Forum: General Bullet Physics Support and Feedback
Topic: manual changing of orientation ignored for 1 frame
Replies: 2
Views: 2917

Re: manual changing of orientation ignored for 1 frame

* bump *
does anyone have an idea for this? i'm getting desperate here.. :(
by mike1
Tue Oct 02, 2012 10:27 am
Forum: General Bullet Physics Support and Feedback
Topic: manual changing of orientation ignored for 1 frame
Replies: 2
Views: 2917

manual changing of orientation ignored for 1 frame

Hi everyone, In my game I'm running Bullet in both server & client. In this game each character has an orientation and state (which is Standing / Walking / Running). A character can only walk forward (forward is defined by the character's orientation). The server receives a state from the client...
by mike1
Tue Jul 10, 2012 5:18 am
Forum: General Bullet Physics Support and Feedback
Topic: simple character movement
Replies: 7
Views: 11886

Re: simple character movement

from my understanding, setLinearVelocity() is framerate dependent (see here: http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Code_Snippets for example) what i was trying to say is that the character moves faster than the limit when i play around with applyForce(). i didn't encounter a situati...
by mike1
Mon Jul 09, 2012 12:47 pm
Forum: General Bullet Physics Support and Feedback
Topic: simple character movement
Replies: 7
Views: 11886

Re: simple character movement

i guess the reason no one answered is that this post is lacking info; i'll elaborate: if i'll only boost the character when the speed is below the maximum, i'll end up having an object that sprints every few minutes to above the limit, then slowly slows down to the limit, and over again. this isn't ...
by mike1
Wed Jul 04, 2012 11:47 am
Forum: General Bullet Physics Support and Feedback
Topic: simple character movement
Replies: 7
Views: 11886

simple character movement

Hi everyone, In my game today I'm controlling character movements via setting their linear velocity. From what I read, this isn't ideal because it's affected by the frame rate (and indeed that's what I see). I'm now at a stage I'd like to change this behavior. My requirements are fairly simple (to m...
by mike1
Fri May 25, 2012 6:41 pm
Forum: General Bullet Physics Support and Feedback
Topic: representing map
Replies: 4
Views: 5046

Re: representing map

thanks for the reply! that's what i assumed. thanks for confirming. my world is basically an arena with walls around it and some walls inside it - much like a maze. it could quite easily be divided to several 'wall' objects i guess. the problem is syncing this with the graphics engine, but i guess t...
by mike1
Fri May 25, 2012 5:20 am
Forum: General Bullet Physics Support and Feedback
Topic: representing map
Replies: 4
Views: 5046

representing map

Hi everyone, I'm trying to create a game using Irrlicht as my graphics engine and Bullet as my physics engine. Assuming I have a map represented in a 3d file format (such as .obj, .3ds), it's fairly easy to load it and draw it using Irrlicht. However, I can't find a way to do it in Bullet. I found t...
by mike1
Fri May 04, 2012 5:34 pm
Forum: General Bullet Physics Support and Feedback
Topic: best way to use (gun's) bullets
Replies: 5
Views: 5547

Re: best way to use (gun's) bullets

thanks a lot for the code snippet!
now i see that you can extract the hit point from the rayTrace callback.

i'll dig in further, but some basic testing i made look very promising. thanks!
by mike1
Thu May 03, 2012 12:43 pm
Forum: General Bullet Physics Support and Feedback
Topic: best way to use (gun's) bullets
Replies: 5
Views: 5547

Re: best way to use (gun's) bullets

if you're not using a real bullet - how do you calculate the impact position? are you applying a force to that position to simulate a bullet hitting it? Thanks! *EDIT* btw, is that video showing open source project? can you by any chance send me the sources so I can learn how to do these cool things?
by mike1
Thu May 03, 2012 8:58 am
Forum: General Bullet Physics Support and Feedback
Topic: best way to use (gun's) bullets
Replies: 5
Views: 5547

best way to use (gun's) bullets

Hi everyone, I've been playing around with bullet for a few weeks now. I must say that it looks pretty damn good - both easy to use, and seems very powerful and high-performing. Anyway, I'm still in technical demo stage. I'd like to consult on what's the best way to handle bullets (like: gun's bulle...