Convexhullshape or and other primitives shapes should work just fine for any scenario.
So you can just disable gravity and have any primitive shape or convexhull shape. It should work just fine.
Search found 19 matches
- Thu Jun 02, 2016 11:24 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Which collision object should I use.
- Replies: 3
- Views: 3644
- Wed Jun 01, 2016 5:53 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Which collision object should I use.
- Replies: 3
- Views: 3644
Re: Which collision object should I use.
For user created geometry we use ConvexHull Shape which works best for any shape (remember to use shapehull to optimize the shape for speed).
But for static objects trianglemesh shape works better and allows concave shapes also.
But for static objects trianglemesh shape works better and allows concave shapes also.
- Sat May 14, 2016 10:56 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Cloth Simulation problem in iOS app
- Replies: 1
- Views: 5733
Cloth Simulation problem in iOS app
Hi, we are adding Bullet Physics support to our Mobile App (Iyan 3D - iOS / Android) and have successfully integrated Rigidbody physics. However, we are having a tough time adding SoftBody support. The app is a simple animation tool for casual user and will soon become a simulation tool in next upda...
- Tue Aug 20, 2013 12:34 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Applied impulse at contact point is always zero.
- Replies: 1
- Views: 3541
Re: Applied impulse at contact point is always zero.
I've the same problem. Contact points all give 0 appliedimpulse.
- Mon Mar 04, 2013 12:34 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Determinism: iOS/ARM vs. Win32/x86
- Replies: 2
- Views: 3241
Re: Determinism: iOS/ARM vs. Win32/x86
My program runs on both Win32/x86 and iOS/ARM. I am getting different collision results from both - the Win32/x86 seems to be more reliable. On iOS/ARM, Sometimes my sphere will stop on the edge of a cliff on a btBvhTriangleMesh, and the wrong m_index for the contact point's polygon index will be r...
- Mon Mar 04, 2013 12:28 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Physics Shader - Just a thought
- Replies: 6
- Views: 12820
Re: Physics Shader - Just a thought
Point 1 would mean that the GPU would only use some small percentage of their capacity which could be used by other system, right? In my opinion this is far from true. If I would tell our graphics programmers that I am taking some of their precious shiny pixel time I would get into serious problems...
- Tue Feb 19, 2013 4:24 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Physics Shader - Just a thought
- Replies: 6
- Views: 12820
Re: Physics Shader - Just a thought
If I didn't put my words correct, am trying to guess the future. 1. GPU will soon be redefined as Game Processing Units. They'll take care of both rendering and physics (and AI if I can add). 2. Like Vertex Shader, Geometry shader and Pixel shader, we'll soon have physics shaders (and AI shaders may...
- Mon Feb 18, 2013 8:56 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Physics Shader - Just a thought
- Replies: 6
- Views: 12820
Physics Shader - Just a thought
When I was first introduced to Shaders (in 2008), I felt, wow, thats how real world lights act. Shaders in Rendering, sounds more close to real world light (At least to me). With this in mind, I was wondering if a Physics shader should be a good idea in future. Developers have to write separate shad...
- Sat Nov 24, 2012 7:21 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Best collision shape for voxel terrain?
- Replies: 3
- Views: 5498
Re: Best collision shape for voxel terrain?
Am not an expert, but wanted to reply: "The game looks wooowww.".
Meanwhile, I am wondering if you can calculate all islands of objects and build a convexhull shape for each.
Meanwhile, I am wondering if you can calculate all islands of objects and build a convexhull shape for each.
- Sun Nov 11, 2012 6:28 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Calculating collision shape from a .obj model
- Replies: 2
- Views: 4741
Re: Calculating collision shape from a .obj model
You can use convexHull shape which can directly take the vertex and index lists of your model and build a hull shape. This should be the easiest was to do it. However, if you are not looking into that much details, you can use compound shape. Compound shape is a bunch of shapes joined together.
- Sun Nov 11, 2012 6:22 am
- Forum: General Bullet Physics Support and Feedback
- Topic: DirectX + bullet what about units?
- Replies: 1
- Views: 2397
Re: DirectX + bullet what about units?
This question applies for any rendering system and not limited to Directx.
However, you can choose to have your own scale for drawing everything on DirectX. This doesn't change anything as changing the scale in drawing doesn't change the way it looks. It all depends on where you place the camera.
However, you can choose to have your own scale for drawing everything on DirectX. This doesn't change anything as changing the scale in drawing doesn't change the way it looks. It all depends on where you place the camera.
- Thu Nov 08, 2012 8:04 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet optimization
- Replies: 1
- Views: 3439
Re: Bullet optimization
Making Bullet Multi-Threaded gives a big performance boost in most cases. In our case it was twice the performance. To add multi-threaded support, just change the solver, and dispatcher to parallel alternatives. See multi-thread demo in the examples folder. The project file is not created so you won...
- Tue Oct 16, 2012 4:26 am
- Forum: General Bullet Physics Support and Feedback
- Topic: particles colliding with the other objects
- Replies: 2
- Views: 4096
Re: particles colliding with the other objects
Thanks for the good explanation. I too just posted the same topic few hours back and waiting for a response. I am willing to work with an existing project if already started or would like to start this. But just wanted to make sure whats the best way to do this. My initial thought was: 1) Disable co...
- Mon Oct 15, 2012 9:12 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Particle system in explosions
- Replies: 1
- Views: 3502
Particle system in explosions
What is the best and easiest way to add particles using Bullet Physics? By Particles, I mean, objects considered as point shapes with some radius (spheres) and should collide with other rigidBody, but will take much less CPU than spheres. Let me know if there are any previous attempts or some initia...
- Mon Oct 08, 2012 4:06 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Cube stacking as boxShape vs ConvexHull
- Replies: 1
- Views: 2664
Cube stacking as boxShape vs ConvexHull
We are working on a game that involves stacking of some objects. Not too many but atleast 10 to 15 levels. And the objects are built using ConvexHull Shape. Actual Result: The Objects jump in the beginning as if they where placed overlapping. Note: The same problem doesn't happen when we build the s...