Search found 34 matches

by avithohol
Mon Jan 22, 2018 7:46 pm
Forum: General Bullet Physics Support and Feedback
Topic: Better way to implement a character controller?
Replies: 3
Views: 2357

Re: Better way to implement a character controller?

I think your solution is good, but continue. Set zero or small friction for the capsule, it will slide like a soap, and will let you climb stairs. I dont use kinematic body just a standard rigidbody, which i push around with force. If you have issue that the body slide too far then use setdamp when ...
by avithohol
Sun Oct 08, 2017 9:34 am
Forum: General Bullet Physics Support and Feedback
Topic: Player controlled character I can set the velocity of?
Replies: 6
Views: 2146

Re: Player controlled character I can set the velocity of?

So I stopped using kinematic character controller a while ago because it wasn't really what I wanted. So now I have my own character controller that works alright. It's just a dynamic body with a cube collision shape with angular factor set to 0, high friction, and functions written to handle stepp...
by avithohol
Mon Oct 02, 2017 2:44 pm
Forum: General Bullet Physics Support and Feedback
Topic: RigidBody scaling - Godot game engine
Replies: 2
Views: 1718

Re: RigidBody scaling - Godot game engine

I cannot find it, but I read it somewhere that Bullet doesn't support scale transformation if you that what you are looking for. Only rotation and translation can be stuff into BT transformation matrix, and expect meaningful results.
by avithohol
Sat Jun 24, 2017 9:46 am
Forum: General Bullet Physics Support and Feedback
Topic: Simulation inaccuracies and resolution
Replies: 12
Views: 3081

Re: Simulation inaccuracies and resolution

Interestingly enough, I get more stable simulation if I: 1. Scale up the world by 10 (set gravity to 100 too, boxes become from 1 meter to 10 meter) as a result, the simulation becomes a slow motion movie, but then 2. Multiply the timeStep by 4.0f when stepping the Simulation I am pretty sure this i...
by avithohol
Wed Jun 14, 2017 1:47 pm
Forum: General Bullet Physics Support and Feedback
Topic: Simulation inaccuracies and resolution
Replies: 12
Views: 3081

Re: Simulation inaccuracies and resolution

Typhontaur wrote:...We must also consider the weight of objects ...
The moving boxes has mass = 1.
by avithohol
Wed Jun 14, 2017 1:45 pm
Forum: General Bullet Physics Support and Feedback
Topic: Simulation inaccuracies and resolution
Replies: 12
Views: 3081

Re: Simulation inaccuracies and resolution

Have you tried increasing the height of the floor. (below the ground) Thanks for reply. Yes, i tried with different size of static cuboids as floor too. All moving geometry penetrates geometry upon impact, but then surface, and relax properly. Seems to happen regardless of size and shape of the obj...
by avithohol
Wed Jun 14, 2017 7:01 am
Forum: General Bullet Physics Support and Feedback
Topic: Managing overall world scale
Replies: 1
Views: 1308

Re: Managing overall world scale

I am aware of the wiki page "Scaling The World". (http://www.bulletphysics.org/mediawiki-1.5.8/index.php?title=Scaling_The_World) As the year is now 2017, I wanted to be sure if there is any kind of variable that can be set to change the overall scale, so we don't have to manually follow the rules ...
by avithohol
Wed Jun 14, 2017 6:55 am
Forum: General Bullet Physics Support and Feedback
Topic: Simulation inaccuracies and resolution
Replies: 12
Views: 3081

Re: Simulation inaccuracies and resolution

Try to reduce the size of the triangles in the map (chop size) Example: If the floor is made up of 2 triangles, you can divide it into more triangles. I had problems with objects instability (like dance) when I had big maps with big triangles .. Thanks for the reply. Unfortunately, it didn't help, ...
by avithohol
Tue Jun 13, 2017 9:38 pm
Forum: General Bullet Physics Support and Feedback
Topic: Simulation inaccuracies and resolution
Replies: 12
Views: 3081

Re: Simulation inaccuracies and resolution

Try turning on the CCD (Continuous Collision Detection) feature for your moving objects. It should prevent them from tunneling through collision geometry. I enabled CCD with various thresholds, result is here: https://youtu.be/RU7uRYVoOmg Somewhat better, but still unsteady, partially penetrating b...
by avithohol
Tue Jun 13, 2017 7:54 pm
Forum: General Bullet Physics Support and Feedback
Topic: Simulation inaccuracies and resolution
Replies: 12
Views: 3081

Re: Simulation inaccuracies and resolution

Try turning on the CCD (Continuous Collision Detection) feature for your moving objects. It should prevent them from tunneling through collision geometry. Thanks for the reply. Correct me if I am wrong, but CCD are computation heavy, and a special case design for extreme moving objects, like gun bu...
by avithohol
Sun Jun 11, 2017 7:59 pm
Forum: General Bullet Physics Support and Feedback
Topic: Simulation inaccuracies and resolution
Replies: 12
Views: 3081

Simulation inaccuracies and resolution

Dear Community I have proper frame independent simulation, with proper world scale (1 unit = 1 meter), but the collision is inaccurate. Slow moving objects are unsteady on first inpact (even with just falling boxes affected only by gravity). Bit faster objects even miss colllision altogether, and es...
by avithohol
Sun Jun 11, 2017 1:51 pm
Forum: General Bullet Physics Support and Feedback
Topic: Physics simulation is smooth but slow
Replies: 2
Views: 1485

Re: Physics simulation is smooth but slow

I think it is a scale problem. Your gravity is set to -10 which is about right for a world where 1 unit = 1 meter. However your boxes are 10 x 10 x 10 which in meters is the size of a 3 story building! Spot on, I scaled everything down by 10, and everything is sped up to normal speed. Shame on me i...
by avithohol
Sat Jun 10, 2017 8:56 pm
Forum: General Bullet Physics Support and Feedback
Topic: Physics simulation is smooth but slow
Replies: 2
Views: 1485

Physics simulation is smooth but slow

Dear Community My physics simulation runs like a slow motion movie, here are some samples: https://youtu.be/P8C59huuz5M https://www.youtube.com/watch?v=u-8Bw3w45R4 It's like the action takes place on the Moon. I use version bullet-2.81-rev2613. I have a workaround to this problem by simply multiplyi...
by avithohol
Sun Feb 26, 2017 4:37 pm
Forum: General Bullet Physics Support and Feedback
Topic: btTriangleIndexVertexArray with SHORT as index type
Replies: 2
Views: 1430

Re: btTriangleIndexVertexArray with SHORT as index type

I think using a indexed mesh would work http://bulletphysics.org/Bullet/BulletFull/structbtIndexedMesh.html btIndexedMesh mIndexedMesh; // set this stuff mIndexedMesh.m_numTriangles; mIndexedMesh.m_triangleIndexBase; mIndexedMesh.m_triangleIndexStride; mIndexedMesh.m_numVertices; mIndexedMesh.m_ver...
by avithohol
Fri Feb 24, 2017 8:40 pm
Forum: General Bullet Physics Support and Feedback
Topic: btTriangleIndexVertexArray with SHORT as index type
Replies: 2
Views: 1430

btTriangleIndexVertexArray with SHORT as index type

Hello, I can beautifully create btBvhTriangleMeshShape-s in my app, passing in mTriangleIndexVertexArray like this: mTriangleIndexVertexArray = new btTriangleIndexVertexArray(int)(mVertexIndexes.size()/3), //number of triangle faces (int*)&mVertexIndexes[0], //index array (int)(3*sizeof(vInt)), //in...