Search found 55 matches

by kloplop321
Wed Feb 15, 2012 7:46 pm
Forum: General Bullet Physics Support and Feedback
Topic: RayCastVehicle -> instantiate on ground
Replies: 6
Views: 2438

Re: RayCastVehicle -> instantiate on ground

Then I suggest setting it to sleep before the first frame after you instantiate it.
by kloplop321
Wed Feb 15, 2012 4:49 am
Forum: General Bullet Physics Support and Feedback
Topic: btBvhTriangleMeshShape jittering
Replies: 7
Views: 4879

Re: btBvhTriangleMeshShape jittering

Its unfortunate that it seems unresolved in that thread. Though Issue 27, which Erwin started and marked as fixed might have a small patch. http://code.google.com/p/bullet/issues/detail?id=27 I think it would be best if you recreated your scene using a bullet demo template so that those working on t...
by kloplop321
Tue Feb 14, 2012 6:22 pm
Forum: General Bullet Physics Support and Feedback
Topic: btBvhTriangleMeshShape jittering
Replies: 7
Views: 4879

Re: btBvhTriangleMeshShape jittering

Well that's obnoxious.

Can you implement and use a bullet debug drawer in wireframe?
It might be a precision error(which may be solved by changing bullet to double precision).
by kloplop321
Tue Feb 14, 2012 5:14 pm
Forum: General Bullet Physics Support and Feedback
Topic: g-force of a btRigidBody
Replies: 1
Views: 1526

Re: g-force of a btRigidBody

Acceleration is a measure of distance per second per second, so you should take 3 sample points and determine the acceleration from that. Look up basic physics videos on how to do that, it's like the inverse of finding the position.
by kloplop321
Mon Feb 13, 2012 6:53 pm
Forum: General Bullet Physics Support and Feedback
Topic: btBvhTriangleMeshShape jittering
Replies: 7
Views: 4879

Re: btBvhTriangleMeshShape jittering

Do you think you could do a recording to show it?
by kloplop321
Mon Feb 13, 2012 5:15 pm
Forum: General Bullet Physics Support and Feedback
Topic: Question about vehicle physics...
Replies: 4
Views: 3144

Re: Question about vehicle physics...

Well, one body would be visible, with some mass. The other would not be visible, with some mass. The current problem is that the inertia is being calculated wrong as it assumes that the mass is evenly distributed, which it is not. That's why you are currently doing a wheelie. So, if you actually cal...
by kloplop321
Mon Feb 13, 2012 3:44 pm
Forum: General Bullet Physics Support and Feedback
Topic: btBvhTriangleMeshShape jittering
Replies: 7
Views: 4879

Re: btBvhTriangleMeshShape jittering

Does it jitter across triangles that are sufficiently large, or between triangles?
by kloplop321
Mon Feb 13, 2012 3:39 pm
Forum: General Bullet Physics Support and Feedback
Topic: Question about vehicle physics...
Replies: 4
Views: 3144

Re: Question about vehicle physics...

You could have a base frame which the wheels are attached to and then have another (non-rendered) body which is attached to it using several nonflexible constraints that has a lot of mass, so you're simulating how it would work with an engine inside.
by kloplop321
Mon Feb 13, 2012 3:36 pm
Forum: General Bullet Physics Support and Feedback
Topic: RayCastVehicle -> instantiate on ground
Replies: 6
Views: 2438

Re: RayCastVehicle -> instantiate on ground

The problem is if you want to be dynamic and not have the car bounce a bit when the player first steps on it. Such constraints have to simulate to find their equilibrium, if you hardcode such, then every single car you have better be 100% the same in every way. Its not too hard to do this pre-simula...
by kloplop321
Mon Feb 13, 2012 12:31 am
Forum: General Bullet Physics Support and Feedback
Topic: RayCastVehicle -> instantiate on ground
Replies: 6
Views: 2438

Re: RayCastVehicle -> instantiate on ground

Ah, here's an idea, if you're loading physics and graphics stuff, you could load all of the physics data first, then in another thread, let the world simulate (and let things fall asleep) while you load graphics resources(but don't instantiate new entities while you simulate, that's stupid). That wa...
by kloplop321
Sat Feb 11, 2012 7:13 pm
Forum: General Bullet Physics Support and Feedback
Topic: Problems with bottleneck
Replies: 7
Views: 3353

Re: Problems with bottleneck

have you considered splitting your terrain mesh into paged sections?
by kloplop321
Sat Feb 11, 2012 5:26 pm
Forum: General Bullet Physics Support and Feedback
Topic: Collision between btCapsuleShape and btBvhTriangleMeshShape
Replies: 4
Views: 3235

Re: Collision between btCapsuleShape and btBvhTriangleMeshSh

That doesn't seem right, Have you checked to ensure that the collision flags are the same between debug and release?
by kloplop321
Fri Feb 10, 2012 4:22 pm
Forum: General Bullet Physics Support and Feedback
Topic: How to implement grabbing of objects?
Replies: 7
Views: 4007

Re: How to implement grabbing of objects?

HPL 1 / 2 use Newton Dynamics, not ODE.

You may be able to glean how they did it from their sources.
https://github.com/FrictionalGames/HPL1Engine
by kloplop321
Fri Feb 10, 2012 1:06 am
Forum: General Bullet Physics Support and Feedback
Topic: Bullet development updates
Replies: 15
Views: 7346

Re: Bullet development updates

@gokoon: Why did you post that here?

This was an old topic that need not be revived...