Search found 149 matches
- Thu Nov 21, 2013 8:05 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Anyone know if the version of bullet in the blender game eng
- Replies: 6
- Views: 10505
Re: Anyone know if the version of bullet in the blender game
Why don't you ask this on the blender forums?
- Sun Nov 17, 2013 8:29 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Moment of Inertia possible issue
- Replies: 4
- Views: 2770
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.
- 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: 4305
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...
- Sun Nov 10, 2013 5:46 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet 2.82 and btInfinityMask compiler warning
- Replies: 5
- Views: 3777
- Fri Nov 08, 2013 3:28 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Compute angular velocity from linear velocity
- Replies: 3
- Views: 2237
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?
- Mon Nov 04, 2013 4:20 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Weapon simulation using raycast?
- Replies: 3
- Views: 3434
Re: Weapon simulation using raycast?
In the Demos folder of your bullet src ... inside the solution as separate projects if you use visual studio
- Mon Nov 04, 2013 3:21 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Weapon simulation using raycast?
- Replies: 3
- Views: 3434
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
There's also this wiki article: http://bulletphysics.org/mediawiki-1.5. ... ng_RayTest
- Mon Nov 04, 2013 3:14 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: good tutorial to start wit bullet
- Replies: 5
- Views: 4174
- Mon Nov 04, 2013 3:13 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Simple boat buoyancy demo
- Replies: 8
- Views: 14158
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.
- 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: 2805
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...
- 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: 2805
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.
- Fri Nov 01, 2013 12:56 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Vehicle automatic route
- Replies: 1
- Views: 3213
Re: Vehicle automatic route
Giant blue text, double post, wrong section. Pretty badass
Steering is an A.I. concept, so you won't find it in a physics library.

Steering is an A.I. concept, so you won't find it in a physics library.
- Sun Oct 27, 2013 4:01 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Advice for location-based hitbox?
- Replies: 7
- Views: 4646
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...
- Sun Oct 27, 2013 3:32 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Advice for location-based hitbox?
- Replies: 7
- Views: 4646
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.
- Sun Oct 27, 2013 3:15 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Advice for location-based hitbox?
- Replies: 7
- Views: 4646
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?