Search found 4 matches
- Tue Nov 27, 2012 3:45 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Strange behaviour of long rotating bodies
- Replies: 10
- Views: 12070
Re: Strange behaviour of long rotating bodies
What's your gravity value? If it's around 10, then your objects are absolutely massive - unlike anything you've seen in reality... It is 15, but no matter to what value I set the gravity, bodies still behave the same, except for the fact then everything moves slower of course. I also tried changing...
- Sat Nov 24, 2012 5:55 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Strange behaviour of long rotating bodies
- Replies: 10
- Views: 12070
Re: Strange behaviour of long rotating bodies
Diameter is 0.5, height is 8. The shorter the cylinders (or capsules, I've tested them as well) are, the less the effect is visible.
- Sat Nov 24, 2012 12:57 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Strange behaviour of long rotating bodies
- Replies: 10
- Views: 12070
Re: Strange behaviour of long rotating bodies
@mdias: I'm using cylinder shapes. Here's my code, could the local inertia be wrongly calculated? (d - diameter, h - height, mass is 10) btCollisionShape* shape = new btCylinderShape(btVector3(d/2, h/2, d/2)); btTransform transform; transform.setIdentity(); transform.setOrigin(btVector3(pos.x, pos....
- Sun Nov 18, 2012 3:46 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Strange behaviour of long rotating bodies
- Replies: 10
- Views: 12070
Strange behaviour of long rotating bodies
Hi, I develop an engine and try to use the Bullet Physics Library in order to add physics to the engine. However, the simulation looks very unrealistic when I create some long bodies, such as cylinders or capsules, and make them rotate. They will rotate all the time and will never fall down to the g...