Search found 9 matches
- Tue Dec 04, 2012 1:17 am
- Forum: General Bullet Physics Support and Feedback
- Topic: occasional jitter of dynamic object
- Replies: 10
- Views: 10397
Re: occasional jitter of dynamic object
Good point. I am also using Ogre for the rendering but i do my updates and call StepSimulation() in the FrameRenderingQueued() so right after the previous frame data is sent to the GPU. However, you say that StepSimulation is in FrameEnded() while you updates your objects and apply forces in frameS...
- Mon Dec 03, 2012 3:27 am
- Forum: General Bullet Physics Support and Feedback
- Topic: occasional jitter of dynamic object
- Replies: 10
- Views: 10397
Re: occasional jitter of dynamic object
Hello all, I'm making a quite standard racing game, and I'm facing this jitter problem I don't really know why, thun I cannot fix it. The game runs quite well in most time, however occasionally the racing objects have small jitter through the game. By "occasional", I mean it seems depends...
- Sun Dec 02, 2012 11:54 am
- Forum: General Bullet Physics Support and Feedback
- Topic: occasional jitter of dynamic object
- Replies: 10
- Views: 10397
Re: occasional jitter of dynamic object
Just by curiosity, What is your simulation step rate and substep settings? Where do you update the jittering body? Pre-Tick, Post-Tick, UpdateAction()? 1. My simulation step rate is around 30 fps, my game is on ios and that's the best I can do. My substep setting is fixed rating at 60fps, and max s...
- Fri Nov 30, 2012 10:16 am
- Forum: General Bullet Physics Support and Feedback
- Topic: occasional jitter of dynamic object
- Replies: 10
- Views: 10397
Re: occasional jitter of dynamic object
I have a similar problem on my raycast vehicle test. The chassis is floating in the air but jitter sometimes (little hickups) while the rest of the scene is smooth. I do not know what causes it. I wonder if it could be caused by single-precision usage. Maybe testing with double precision might be w...
- Thu Nov 29, 2012 8:47 am
- Forum: General Bullet Physics Support and Feedback
- Topic: occasional jitter of dynamic object
- Replies: 10
- Views: 10397
Re: occasional jitter of dynamic object
No one?
Please, I'm dying here
Please, I'm dying here
- Sun Nov 25, 2012 1:54 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: occasional jitter of dynamic object
- Replies: 10
- Views: 10397
Re: occasional jitter of dynamic object
I am investigating a similar problem right now. My current speculation is the ground they slide on might have small imperfections, thus causing them to hang on those. I'll hopefully be able to fix this in a couple of days, maybe the solution will give you some ideas. Do you have this issue when on ...
- Fri Nov 23, 2012 1:04 am
- Forum: General Bullet Physics Support and Feedback
- Topic: occasional jitter of dynamic object
- Replies: 10
- Views: 10397
occasional jitter of dynamic object
Hello all, I'm making a quite standard racing game, and I'm facing this jitter problem I don't really know why, thun I cannot fix it. The game runs quite well in most time, however occasionally the racing objects have small jitter through the game. By "occasional", I mean it seems depends ...
- Mon Aug 27, 2012 9:42 am
- Forum: General Bullet Physics Support and Feedback
- Topic: My character run through the wall in high speed
- Replies: 4
- Views: 5030
Re: My character run through the wall in high speed
if you can, thicker wall, if you can't limit the max impulse. i think bullet support quite a few other tricks to deal with this, but i better let the expert advice on those advance technique. OK, seems I need to limit the impulse and increase the bullet calculation times. And I don't know what do y...
- Mon Aug 27, 2012 8:17 am
- Forum: General Bullet Physics Support and Feedback
- Topic: My character run through the wall in high speed
- Replies: 4
- Views: 5030
My character run through the wall in high speed
Hi I'm working on a racing game with quite traditional scene, I have a main character and track. I'm now testing my game using box shape for my character, and btScaledBvhTriangleMeshShape for track wall. The problem is when my character move in a relatively high speed and touch the side wall, it can...