Search found 149 matches

by c6burns
Wed Jan 22, 2014 10:46 pm
Forum: General Bullet Physics Support and Feedback
Topic: [Solved] Problem with physics (bodies not moving)
Replies: 5
Views: 4220

Re: Problem with physics (bodies not moving)

ThePatchou wrote:Well, about the infinite mass, I was thinking to something : if the ball has infinite mass, then it should pass thought everything, no ?
No :P
by c6burns
Tue Jan 21, 2014 2:21 pm
Forum: General Bullet Physics Support and Feedback
Topic: Motion prediction with collision
Replies: 3
Views: 4743

Re: Motion prediction with collision

I don't see how else you would solve the problem. How else would you know where a rigidbody would end up unless you consider all the factors being considered in stepSimulation? The only way you could skip having 2 simulations, as I see it, is if you aren't processing input that affects the simulation.
by c6burns
Tue Jan 21, 2014 2:37 am
Forum: General Bullet Physics Support and Feedback
Topic: Bullet Linear Math for rendering
Replies: 3
Views: 5851

Re: Bullet Linear Math for rendering

MatrixX is definitely for custom sized matrices, but it's missing some of the functionality you would want ... unless you want to define your vec4s as MatrixXs in order to multiply, which seems like a bad idea. I think it's used in some of the solvers ... I am not really sure what it's for :)
by c6burns
Sat Jan 18, 2014 4:41 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet Linear Math for rendering
Replies: 3
Views: 5851

Re: Bullet Linear Math for rendering

I see GMTL used quite a bit though I haven't used it. I use Ogre so I use OgreMath ... it's not self-contained out-of-the-box though. It's also nowhere near as optimized as bullet's LinearMath.
by c6burns
Fri Jan 17, 2014 2:13 pm
Forum: General Bullet Physics Support and Feedback
Topic: Is there a working kinematic character controler
Replies: 5
Views: 4982

Re: Is there a working kinematic character controler

From the page you just linked: The [kinematic] character controller is a dedicated piece of code that uses collision detection routines but no physics library. Physical behavior like gravity, non-penetration of solid objects is implemented explicitly in the character controller module. You don't get...
by c6burns
Thu Jan 16, 2014 6:02 pm
Forum: General Bullet Physics Support and Feedback
Topic: Door knocked off hinge constraint by collisions
Replies: 18
Views: 10954

Re: Door knocked off hinge constraint by collisions

Large forces can cause the solver not to converge. You can see this clearly by applying a large force to a single body of a ragdoll (in my case).
by c6burns
Thu Jan 16, 2014 1:45 pm
Forum: General Bullet Physics Support and Feedback
Topic: Is there a working kinematic character controler
Replies: 5
Views: 4982

Re: Is there a working kinematic character controler

You can't have your cake and eat it too. You are either using a kinematic body for your character, in which case you would have to simulate gravity (not very hard), or you are using a non kinematic body and then it is not a kinematic controller. I highly prefer non-kinematic and I believe there is a...
by c6burns
Thu Jan 02, 2014 10:53 pm
Forum: General Bullet Physics Support and Feedback
Topic: My complaints on bullet's source code quality
Replies: 11
Views: 7385

Re: My complaints on bullet's source code quality

When it comes to documentation, it really doesn't slow you down by much. I don't think this blanket statement fits every situation. It depends on the project and the coders and etc. I've spent considerable amounts of time on documentation for several open source projects ... it can be an exhausting...
by c6burns
Thu Jan 02, 2014 11:34 am
Forum: General Bullet Physics Support and Feedback
Topic: My complaints on bullet's source code quality
Replies: 11
Views: 7385

Re: My complaints on bullet's source code quality

Just my own 2 cents, I'd rather see Erwin continue to work on code ... features, bugs, etc. Documentation is less important to me than code. I haven't had any questions yet that 20 minutes of digging through the code didn't answer. The demos are also a great starting point for any implementations. W...
by c6burns
Thu Dec 26, 2013 4:46 pm
Forum: General Bullet Physics Support and Feedback
Topic: Many rigid boies, bad performance ?
Replies: 6
Views: 2981

Re: Many rigid boies, bad performance ?

What Basroil said ... But also you have told us nothing about your environment. You could have a 5 year old CPU ... we have no idea. I have an i5-3570k @ 3.4ghz (not a bad chip but nothing special) and I can drop 500 cylinders into a pile without going below 60fps. I am not using any threading of an...
by c6burns
Thu Dec 26, 2013 1:13 am
Forum: General Bullet Physics Support and Feedback
Topic: Many rigid boies, bad performance ?
Replies: 6
Views: 2981

Re: Many rigid boies, bad performance ?

And did you compile that with optimizations off? Like visual studio debug mode?

Make a release build and verify it's that slow in release. And if it is then provide additional details about your setup.

PS - Your english is fine :)
by c6burns
Wed Dec 25, 2013 6:11 pm
Forum: General Bullet Physics Support and Feedback
Topic: Determining when to play impact sounds
Replies: 4
Views: 5203

Re: Determining when to play impact sounds

The very first example in the link you just posted shows looping the manifold and checking if any contact points are < 0 distance. Using that data you could store metadata in your application to determine if the contact has just been made (eg. bool isTouching or some such). Play the sound when two o...
by c6burns
Sun Dec 08, 2013 6:36 am
Forum: General Bullet Physics Support and Feedback
Topic: Adding ghost object crashes application.
Replies: 4
Views: 6065

Re: Adding ghost object crashes application.

Well, there is this book that came out recently: http://www.packtpub.com/learning-game-p ... pengl/book

Looks decent. I have not read it, but maybe santa will bring it to me :mrgreen: