Search found 19 matches

by .jayderyu
Tue Mar 03, 2009 11:53 am
Forum: General Bullet Physics Support and Feedback
Topic: Java port of Bullet
Replies: 122
Views: 228039

Re: Java port of Bullet

ok, found part of my problem. I'm using a quaternion with my rotation from physics not euler.
by .jayderyu
Mon Mar 02, 2009 8:37 am
Forum: General Bullet Physics Support and Feedback
Topic: new to bullet physics help
Replies: 3
Views: 2073

Re: new to bullet physics help

When creating your tiltboard you will need make sure to set it as kinematic. Which means the physics engine will take into account any manual control. So durring your input phase or input update you will rotate your box along it's X & Z(assuming Y is hieght). I think you will need to use btRigidBody...
by .jayderyu
Sun Mar 01, 2009 5:11 am
Forum: General Bullet Physics Support and Feedback
Topic: Java port of Bullet
Replies: 122
Views: 228039

Re: Java port of Bullet

I'm curious about the MotionState transform for setTranform(). The wiki mentions that bullet interpolation and passes the information you need to update the graphics. Well I found that MotionState doesn't have interpolation data. So I might have misinterpreted that. If I use the values straight then...
by .jayderyu
Sat Jan 17, 2009 11:16 am
Forum: General Bullet Physics Support and Feedback
Topic: Concave and 2D
Replies: 0
Views: 1270

Concave and 2D

Ok so i've been previously working with Box2D. Which was working fine. I ran into a problem in that Box2D doesn't support concave shapes in it's PolygonDef. Now i'm using the JBox2D version, but I am wondering if Bullet can do just 2D, support for concave shapes and some form of spring like joint.