I am programming in Xcode.
To build Bullet you should use CMake. This is an application which will generate Xcode projects for the Bullet library and you will be able to build them with native compilers without any setup, all inside Xcode, not in terminal.
Search found 8 matches
- Thu Jun 05, 2014 2:29 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Complete Newbie
- Replies: 7
- Views: 7005
- Thu Jun 05, 2014 2:22 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Where to implement hydrodynamics
- Replies: 6
- Views: 9573
Re: Where to implement hydrodynamics
That is simple. The buoyancy is caused by a difference in hydrostatic pressure. The bottom polygons of a submerged mesh will be under a higher pressure than the top ones so the mesh will be pushed up.
- Thu Jun 05, 2014 12:50 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Wrong fall height calculation
- Replies: 4
- Views: 5144
Re: Wrong fall height calculation
Why do you use that strange call to stepSimulation with a 0 for maxSubSteps? Doing it means you don't allow substeps so why are you surprised that the simulation is not accurate? It is not possible to get a precise result when you integrate something once a second. When you are using a large timeSte...
- Thu Jun 05, 2014 9:55 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Wrong restitution behaviour with timesteps smaller than 1/60
- Replies: 1
- Views: 3453
Wrong restitution behaviour with timesteps smaller than 1/60
Hello! I am building a simulation framework based on Bullet. It is focused on the accuracy. I am using the Dantzig solver for the calculations and need a frequency of 500 Hz or even more to be able to simulate sensors and control systems. I have created some simple tests to check the correctness of ...
- Fri Mar 07, 2014 1:51 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Custom collision shape class
- Replies: 6
- Views: 10059
Re: Custom collision shape class
First, I already did it :D It was no rocket science and the calculations are not much more complicated than for a cylinder. Second, I really need a precise contact with the round profile. I am simulating a monowheel vehicle which has to balance itself when stopped and the tyre lateral rotation and t...
- Wed Mar 05, 2014 6:32 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Custom collision shape class
- Replies: 6
- Views: 10059
Re: Custom collision shape class
I don't want to model a deforming tyre but a rigid one. It is important to me to get precise collision with the half circle profile. If you want to model a sphere you don't exchange it for a box ;) Especially that it would be more expensive ;P If there is a possibility to get exact collision with pr...
- Wed Mar 05, 2014 2:08 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Custom collision shape class
- Replies: 6
- Views: 10059
Custom collision shape class
Hello! I want to write my own collision shape class to handle a torus shape (without the hole, like a cylinder with rounded edges). I have also thought about extending it to an arbitrary polynomial profile instead of a circular one. I need it to model a (bike) tyre geometry. It has to be as accurate...
- Sat Jan 05, 2013 11:55 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Buoyancy like in Newton
- Replies: 0
- Views: 3191
Buoyancy like in Newton
Hello! I would like to port buoyancy force calculation from Newton to Bullet. I have seen the hightfield fluid demo but the Newton way is simpler and calculates the volumes directly. Steps I have to implement include: 1. Create a pool which is not colliding with objects but works as a trigger 2. Che...