Search found 12 matches

by mdias
Tue Apr 09, 2013 11:52 am
Forum: General Bullet Physics Support and Feedback
Topic: [patch] btMultiSphereShape proper scaling
Replies: 4
Views: 1856

Re: [patch] btMultiSphereShape proper scaling

No problem :)

And yes, collision in general worked fine in the tests I made.

The bug was already reported almost a year ago here:
http://code.google.com/p/bullet/issues/detail?id=636

It seems there is a need to support the old behaviour by having a flag before it's integrated on master.
by mdias
Mon Apr 08, 2013 12:23 pm
Forum: General Bullet Physics Support and Feedback
Topic: [patch] btMultiSphereShape proper scaling
Replies: 4
Views: 1856

Re: [patch] btMultiSphereShape proper scaling

I have tested the code before and it did work, however sometimes there were issues when the shape scaled down due to caching of contact points (if something was on top of the shape and it scaled down, it would remain there "floating" until it moved or something), however clearing the cache for these...
by mdias
Thu Nov 22, 2012 5:47 pm
Forum: General Bullet Physics Support and Feedback
Topic: Shooting bullets
Replies: 1
Views: 1330

Re: Shooting bullets

You should cast a ray, otherwise you'll probably get missing bullets because of tuneling.

http://bulletphysics.org/mediawiki-1.5. ... ng_RayTest
by mdias
Thu Nov 22, 2012 5:43 pm
Forum: General Bullet Physics Support and Feedback
Topic: Strange behaviour of long rotating bodies
Replies: 10
Views: 4461

Re: Strange behaviour of long rotating bodies

Looks like a wrong local inertia is set.

Are you using cylinders alone or using compound shapes? I get similar results if using compound shapes and the shapes aren't centered.
by mdias
Thu Nov 22, 2012 5:33 pm
Forum: General Bullet Physics Support and Feedback
Topic: Possibly a bug; using lateral friction and a mesh shape
Replies: 0
Views: 1975

Possibly a bug; using lateral friction and a mesh shape

Hi Considerations: I have a rigid body box (let's call it Player) sitting on a static btBvhTriangleMeshShape (let's call it Platform), and I'm using lateral friction to slide the Player over the Platform. Works pretty good. Both the Player and the Platform has a friction of "0.5". I am not using btA...
by mdias
Sat Sep 29, 2012 2:55 am
Forum: General Bullet Physics Support and Feedback
Topic: Major contact stability improvement
Replies: 57
Views: 23257

Re: Major contact stability improvement

It's fixed.

I cannot build the extras though:
"BulletXmlWorldImporter/btBulletXmlWorldImporter.cpp:589:16: error: ‘intptr_t’ was not declared in this scope"
by mdias
Fri Sep 28, 2012 5:08 pm
Forum: General Bullet Physics Support and Feedback
Topic: Major contact stability improvement
Replies: 57
Views: 23257

Re: Major contact stability improvement

I think "cp.m_lateralFrictionInitialized = false;" on line 835, file btSequetialImpulseConstraintSolver.cpp is not supposed to be there?
by mdias
Fri Sep 28, 2012 2:18 pm
Forum: General Bullet Physics Support and Feedback
Topic: Simulating a continuous track / escalator
Replies: 2
Views: 1878

Re: Simulating a continuous track / escalator

Works great.

However it appears in some cases the friction info is getting cached somehow and the object gets stuck, not responding to variations in lateral friction. Clearing the relevant overlapping pairs within updateAction() solves it, though it seems more like a workaround...
by mdias
Sat Sep 22, 2012 5:24 am
Forum: General Bullet Physics Support and Feedback
Topic: Simulating a continuous track / escalator
Replies: 2
Views: 1878

Simulating a continuous track / escalator

Hello

I have a box, and would like one of it's faces to act like a tank's continuous track so that if it falls on the ground with that face, it will begin to slide in a direction.

How could I implement this?

Thanks in advance
by mdias
Sun Jul 01, 2012 4:30 am
Forum: General Bullet Physics Support and Feedback
Topic: Character controller from scratch
Replies: 10
Views: 9632

Re: Character controller from scratch

Perhaps you have some friction going on between the player and the wall? Or maybe the force you're pressing the wall makes it somehow penetrate it in a way that the generated impulses will make your Y velocity zero... I still believe you'd be better of using a sphere as a wheel below the player, els...
by mdias
Sat Jun 30, 2012 3:07 am
Forum: General Bullet Physics Support and Feedback
Topic: Character controller from scratch
Replies: 10
Views: 9632

Re: Character controller from scratch

If properly implemented, a dynamic body doesn't seem like a bad idea at all to me. I am currently developing a project (2D platformer) and I'm using a dynamic body because of all the benefits that come with it such as walking on moving platforms, mostly automatic collision handling and so on. Here's...
by mdias
Thu Jun 28, 2012 2:31 pm
Forum: General Bullet Physics Support and Feedback
Topic: [patch] btMultiSphereShape proper scaling
Replies: 4
Views: 1856

[patch] btMultiSphereShape proper scaling

Usually btMultiSphereShape's setLocalScaling appears to scale only the spheres on their own origin, this patch I created appears to fix the problem: Index: src/BulletCollision/CollisionShapes/btMultiSphereShape.cpp =================================================================== --- src/BulletCol...