Search found 149 matches

by c6burns
Sun Nov 17, 2013 8:29 am
Forum: General Bullet Physics Support and Feedback
Topic: Moment of Inertia possible issue
Replies: 4
Views: 6029

Re: Moment of Inertia possible issue

The center of mass is the local origin of the rigidbody. There's no "fixing" that. Just offset the object in your renderer instead of altering the origin in bullet.
by c6burns
Tue Nov 12, 2013 5:30 am
Forum: General Bullet Physics Support and Feedback
Topic: How do I create a shape for a triangle mesh?
Replies: 5
Views: 7045

Re: How do I create a shape for a triangle mesh?

I think what he means is that generally in a real time application, you don't want to use the render geometry in the physics system unless you have to. If you have an animated character with 50k verts, you don't use that geometry in the physics system. For example, in CryEngine3 by default the engin...
by c6burns
Fri Nov 08, 2013 3:28 am
Forum: General Bullet Physics Support and Feedback
Topic: Compute angular velocity from linear velocity
Replies: 3
Views: 3827

Re: Compute angular velocity from linear velocity

Can't you just reduce the friction of the ball, and possible couple that with some angular damping? Or does that not produce the desired effect?
by c6burns
Mon Nov 04, 2013 4:20 pm
Forum: General Bullet Physics Support and Feedback
Topic: Weapon simulation using raycast?
Replies: 3
Views: 5256

Re: Weapon simulation using raycast?

In the Demos folder of your bullet src ... inside the solution as separate projects if you use visual studio
by c6burns
Mon Nov 04, 2013 3:21 pm
Forum: General Bullet Physics Support and Feedback
Topic: Weapon simulation using raycast?
Replies: 3
Views: 5256

Re: Weapon simulation using raycast?

There's a raycast demo in the bullet samples ... AppRaytestDemo

There's also this wiki article: http://bulletphysics.org/mediawiki-1.5. ... ng_RayTest
by c6burns
Mon Nov 04, 2013 3:13 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Simple boat buoyancy demo
Replies: 10
Views: 70779

Re: Simple boat buoyancy demo

Considering his last visit to the forum was 2 years ago, you might have to be contented with his explanation instead of his source.
by c6burns
Fri Nov 01, 2013 2:12 pm
Forum: General Bullet Physics Support and Feedback
Topic: Choosing the right collision shape to get me started
Replies: 3
Views: 4012

Re: Choosing the right collision shape to get me started

I make the collision shapes by hand for each model. Since I'm just using skeletal animations, this works for me. If, for example, you were using morph animations for a blowfish to expand to 4-5 times its size, I suppose it wouldn't work very well. My method is not very efficient in terms of setup ti...
by c6burns
Fri Nov 01, 2013 1:02 pm
Forum: General Bullet Physics Support and Feedback
Topic: Choosing the right collision shape to get me started
Replies: 3
Views: 4012

Re: Choosing the right collision shape to get me started

Rather than blending individual vertices of a complex collision shape (which is work that you already avoided on the CPU using hardware skinning), I use primitives and align them with the bones each frame.
by c6burns
Fri Nov 01, 2013 12:56 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Vehicle automatic route
Replies: 1
Views: 5510

Re: Vehicle automatic route

Giant blue text, double post, wrong section. Pretty badass :lol:

Steering is an A.I. concept, so you won't find it in a physics library.
by c6burns
Sun Oct 27, 2013 4:01 am
Forum: General Bullet Physics Support and Feedback
Topic: Advice for location-based hitbox?
Replies: 7
Views: 7536

Re: Advice for location-based hitbox?

I would deal with this problem as 2 separate issues. One is determining if a special zone has been hit, and the other is appropriate physics. The compound shape is just getting rid of your constraints and thus your solver issues. The special kinematic trigger (which you would likely flag with btColl...
by c6burns
Sun Oct 27, 2013 3:32 am
Forum: General Bullet Physics Support and Feedback
Topic: Advice for location-based hitbox?
Replies: 7
Views: 7536

Re: Advice for location-based hitbox?

In terms of trigger zones, that's what I do, but I don't do anything exactly like what you are doing in my projects. You could also look at compound shapes, since you aren't actually using constraints except to keep bodies locked together.
by c6burns
Sun Oct 27, 2013 3:15 am
Forum: General Bullet Physics Support and Feedback
Topic: Advice for location-based hitbox?
Replies: 7
Views: 7536

Re: Advice for location-based hitbox?

Why not have the hitbox rigid body be kinematic, and just keep it in the correct position every frame?