Search found 149 matches

by c6burns
Wed Oct 22, 2014 1:11 am
Forum: General Bullet Physics Support and Feedback
Topic: Simple question regarding gravity...
Replies: 2
Views: 2307

Re: Simple question regarding gravity...

Don't set any damping on your body and then it will simply continue accelerating.
by c6burns
Sat Oct 18, 2014 1:53 am
Forum: General Bullet Physics Support and Feedback
Topic: Mesh modification in real time
Replies: 4
Views: 2920

Re: Mesh modification in real time

If you go the voxel route, one example usage which is screenshotted right on the front page is a drill operating on a tooth:
http://www.volumesoffun.com/polyvox-about/
by c6burns
Thu Oct 16, 2014 7:33 pm
Forum: General Bullet Physics Support and Feedback
Topic: xgetbv Illegal Instruction Crash
Replies: 7
Views: 5708

Re: xgetbv Illegal Instruction Crash

xgetbv reads the extended control register into two 32 bit registers and is a valid instruction on ia32 hardware. It is not used in 2.x so I assume you are using the latest. The code in LinearMath/btCpuFeatureUtility.h looks like the example code provided by Intel that I've seen in many avx applicat...
by c6burns
Mon Oct 06, 2014 5:44 am
Forum: General Bullet Physics Support and Feedback
Topic: rayTest from multiple threads? Is it safe?
Replies: 6
Views: 4560

Re: rayTest from multiple threads? Is it safe?

You cannot be raycasting from one thread while you are stepping the world in another. There is a class called SpuBatchRaycaster which seems to allow a batch of raycasts to be performed across multiple threads, though I have never tested it. It is in a few of the example apps ... search for: #ifdef B...
by c6burns
Mon Aug 18, 2014 2:11 am
Forum: General Bullet Physics Support and Feedback
Topic: Scale Scale Scale (Translating Floats To Real-World Units)
Replies: 3
Views: 3166

Re: Scale Scale Scale (Translating Floats To Real-World Unit

Yes 1 unit is whatever you want it to be. I am using 1 unit = 1 meter in rendering and physics and it has worked well. Obviously if you are simulating a microscopic environment, 1unit = 1meter will work out terribly. Likewise simulating a massive universe in that scale would probably not work out ve...
by c6burns
Mon Aug 18, 2014 2:00 am
Forum: General Bullet Physics Support and Feedback
Topic: Bug (or user error?) compiling with G++, SVN bullet
Replies: 1
Views: 1943

Re: Bug (or user error?) compiling with G++, SVN bullet

You aren't linking against the bullet libs (LinearMath in this case) and as a result you have undefined references
by c6burns
Thu Aug 14, 2014 2:34 pm
Forum: General Bullet Physics Support and Feedback
Topic: Telling Bullet That Something Happened In The Past
Replies: 28
Views: 13255

Re: Telling Bullet That Something Happened In The Past

I'm all ears about other methods but saving bandwidth is the #1 priority, all else comes second. *Everything* else is secondary to bandwidth? As in you are willing to incur additional latency to get lower bandwidth? You are willing to do 6 months more work for a 1% decrease in total bandwidth? Each...
by c6burns
Wed Aug 13, 2014 11:02 pm
Forum: General Bullet Physics Support and Feedback
Topic: Telling Bullet That Something Happened In The Past
Replies: 28
Views: 13255

Re: Telling Bullet That Something Happened In The Past

... as suggested here this is the best practice to again save as much bandwidth as possible: http://gafferongames.com/game-physics/networked-physics/ I don't know if I would go so far as to call rewinding client side physics for networking purposes a best practice. It's an interesting idea, but I'v...
by c6burns
Mon Aug 11, 2014 7:11 pm
Forum: General Bullet Physics Support and Feedback
Topic: Access violation while stepping the simulation - Ogre3D
Replies: 3
Views: 3199

Re: Access violation while stepping the simulation - Ogre3D

0xFDFDFDFD : Used by Microsoft's C++ debugging heap to mark "no man's land" guard bytes before and after allocated heap memory
Double check all your allocs / deallocs ... also you could put a break point on that pointer before it got corrupted and see exactly where it is being changed.
by c6burns
Wed Aug 06, 2014 11:12 am
Forum: General Bullet Physics Support and Feedback
Topic: Telling Bullet That Something Happened In The Past
Replies: 28
Views: 13255

Re: Telling Bullet That Something Happened In The Past

I didn't play it, but I remember it being somewhat of a catastrophe according to those who did: http://www.ign.com/articles/2014/03/04/dices-plan-to-fix-battlefield-4s-online-issues Some issues DICE is fixing or investigating include: Rubber banding: Players are randomly flung around the map and yan...
by c6burns
Tue Aug 05, 2014 11:16 am
Forum: General Bullet Physics Support and Feedback
Topic: Telling Bullet That Something Happened In The Past
Replies: 28
Views: 13255

Re: Telling Bullet That Something Happened In The Past

I've always felt the Source engine's multiplayer implementation was quite solid. It's server authoritative, and revolves around shifting rendering back in time a small amount so that objects can be interpolated between known positions: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Netw...
by c6burns
Sat Jul 12, 2014 6:27 pm
Forum: General Bullet Physics Support and Feedback
Topic: After a certain time, my body goes asleep can't be awaken
Replies: 2
Views: 2391

Re: After a certain time, my body goes asleep can't be awake

Collisions awaken it, or calling btCollisionObject::activate
by c6burns
Fri Jul 11, 2014 10:14 pm
Forum: General Bullet Physics Support and Feedback
Topic: Question about the applyforce argument
Replies: 1
Views: 2051

Re: Question about the applyforce argument

Applying force/impulse is done in world space. So, for example, if you have a spaceship you need to rotate its thruster impulse as it changes orientation.
by c6burns
Thu Jul 03, 2014 1:30 am
Forum: General Bullet Physics Support and Feedback
Topic: [JBULLET] Axes on BTGeneric6DofConstraint and lock/unlock ?
Replies: 23
Views: 10289

Re: [JBULLET] Axes on BTGeneric6DofConstraint and lock/unloc

who CAN figure this out ? I spent the better part of an afternoon before I fully grasped how to set up any of the various constraints in the constraint demo. I spent those few hours isolating constraints and changing their setups to understand what was happening. This wiki page helped: http://bulle...
by c6burns
Tue Jul 01, 2014 2:01 pm
Forum: General Bullet Physics Support and Feedback
Topic: CollisionShapes on animated mesh (skeletal)
Replies: 3
Views: 3584

Re: CollisionShapes on animated mesh (skeletal)

Basically, yes. One shape+body per bone. Some bones won't be necessary, like fingers and toes and so on. This is how I've done it. This is how I had seen it done in CryEngine3 before working on my own platform (they do a custom export of bone meshes from 3ds max biped for hit detection, etc).