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.
Search found 12 matches
- Tue Apr 09, 2013 11:52 am
- Forum: General Bullet Physics Support and Feedback
- Topic: [patch] btMultiSphereShape proper scaling
- Replies: 4
- Views: 4352
- Mon Apr 08, 2013 12:23 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [patch] btMultiSphereShape proper scaling
- Replies: 4
- Views: 4352
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...
- Thu Nov 22, 2012 5:47 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Shooting bullets
- Replies: 1
- Views: 2784
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
http://bulletphysics.org/mediawiki-1.5. ... ng_RayTest
- Thu Nov 22, 2012 5:43 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Strange behaviour of long rotating bodies
- Replies: 10
- Views: 12069
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.
Are you using cylinders alone or using compound shapes? I get similar results if using compound shapes and the shapes aren't centered.
- 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: 3170
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...
- Sat Sep 29, 2012 2:55 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Major contact stability improvement
- Replies: 57
- Views: 88980
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"
I cannot build the extras though:
"BulletXmlWorldImporter/btBulletXmlWorldImporter.cpp:589:16: error: ‘intptr_t’ was not declared in this scope"
- Fri Sep 28, 2012 5:08 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Major contact stability improvement
- Replies: 57
- Views: 88980
Re: Major contact stability improvement
I think "cp.m_lateralFrictionInitialized = false;" on line 835, file btSequetialImpulseConstraintSolver.cpp is not supposed to be there?
- Fri Sep 28, 2012 2:18 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Simulating a continuous track / escalator
- Replies: 2
- Views: 3436
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...
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...
- Sat Sep 22, 2012 5:24 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Simulating a continuous track / escalator
- Replies: 2
- Views: 3436
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
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
- Sun Jul 01, 2012 4:30 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Character controller from scratch
- Replies: 10
- Views: 18561
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...
- Sat Jun 30, 2012 3:07 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Character controller from scratch
- Replies: 10
- Views: 18561
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...
- Thu Jun 28, 2012 2:31 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [patch] btMultiSphereShape proper scaling
- Replies: 4
- Views: 4352
[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...