Search found 55 matches

by kloplop321
Thu Feb 09, 2012 2:15 am
Forum: General Bullet Physics Support and Feedback
Topic: computing work done by a btGeneric6DofConstraint?
Replies: 4
Views: 2786

Re: computing work done by a btGeneric6DofConstraint?

Wait, are you doing evolutionary neural networks that are connected to sensors and emitters?

:shock:

This is really cool
by kloplop321
Mon Feb 06, 2012 11:00 pm
Forum: General Bullet Physics Support and Feedback
Topic: Problem compiling with #pragma cl_amd_printf
Replies: 1
Views: 1735

Re: Problem compiling with #pragma cl_amd_printf

Erwin uses an AMD system, so this might be a lack of foresight on his part.

Either way, after taking out that line, you don't seem to have any OpenCL runtime installed, or you don't have the necessary means to utilize it.
by kloplop321
Thu Feb 02, 2012 9:43 pm
Forum: General Bullet Physics Support and Feedback
Topic: Beginner question, and how to "not" colide
Replies: 1
Views: 1942

Re: Beginner question, and how to "not" colide

If its a lazer, just use a raycasting that supports multiple results.
by kloplop321
Thu Feb 02, 2012 9:41 pm
Forum: Physics authoring tools, serialization, standards and related topics
Topic: Flexibility of Bullet API
Replies: 1
Views: 2976

Re: Flexibility of Bullet API

It sounds like you're looking for finite element analysis.
by kloplop321
Thu Feb 02, 2012 9:40 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Real-time voronoi fracture and shatter for Bullet Physics
Replies: 45
Views: 95333

Re: Real-time voronoi fracture and shatter for Bullet Physic

Erwin,

I think you should post your video link in the Bullet on GPU thread which has practically had no news for several years.
by kloplop321
Wed Feb 01, 2012 3:06 pm
Forum: General Bullet Physics Support and Feedback
Topic: Friction sound
Replies: 4
Views: 1923

Re: Friction sound

I think the source engine detects a dragging motion, and then periodically checks if its still dragging or not, so its not a continuous detection, but only once every 200ms or so.
by kloplop321
Mon Jan 30, 2012 4:37 pm
Forum: General Bullet Physics Support and Feedback
Topic: read object from .mesh or .obj file
Replies: 2
Views: 2781

Re: read object from .mesh or .obj file

If you want to support many different formats, take a look at assimp. It has an easy interface for what you need.
by kloplop321
Fri Jan 27, 2012 5:38 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Bouncing Balls Down Stairs
Replies: 7
Views: 6906

Re: Bouncing Balls Down Stairs

Restitution is a ratio from 0 to 1 inclusively for how much is not absorbed by the impact.
A rubber ball might have a restitution of 0.98, while a bowling ball something like 0.02.
Perhaps look at the restitution of the other object you are hitting.
by kloplop321
Fri Jan 27, 2012 5:24 pm
Forum: General Bullet Physics Support and Feedback
Topic: Dropping an object from different heights
Replies: 8
Views: 3195

Re: Dropping an object from different heights

Are you trying to use Bullet for scientifically accurate simulations? Its suggested not to do that, if you are. All I can offer at this time is modify the constraint solver to get the information you need. If it is the same values there as you are getting with your current implementation, then you'l...
by kloplop321
Fri Jan 27, 2012 5:13 pm
Forum: General Bullet Physics Support and Feedback
Topic: Dropping an object from different heights
Replies: 8
Views: 3195

Re: Dropping an object from different heights

Reducing the time step does not change how the simulation acts, only how much it is interpolated between simulation points. Those points are determined at the fixedTimeStep intervals. Try changing the hertz at which it is simulated at. stepSimulation (btScalar timeStep, int maxSubSteps=1, btScalar f...
by kloplop321
Fri Jan 27, 2012 5:07 pm
Forum: General Bullet Physics Support and Feedback
Topic: Ogre3D and bullet: plain bullet or OgreBullet ?
Replies: 2
Views: 1626

Re: Ogre3D and bullet: plain bullet or OgreBullet ?

If you want to have a premade solution which can possibly suit more advanced needs in the future, such as active rigid body dynamics, go with btOgre. Otherwise, if you just want to do collision detection, btOgre, or any wrapper, would bring more overhead than you need. I'd suggest making a btCollisi...
by kloplop321
Fri Jan 27, 2012 5:01 pm
Forum: General Bullet Physics Support and Feedback
Topic: Per shape collision group
Replies: 4
Views: 2360

Re: Per shape collision group

Only bodies can have their own contact/collision groups. Not shapes.
If you want to have different collision flags, you need to treat each desired collision group as its own possibly compound body.
Then, if you want the body to stay together, use constraints.
by kloplop321
Fri Jan 27, 2012 4:58 pm
Forum: General Bullet Physics Support and Feedback
Topic: Dropping an object from different heights
Replies: 8
Views: 3195

Re: Dropping an object from different heights

Forces are an acceleration, so if the force is not present, the existing force is nothing and the body is left with a velocity. As you collide and penetrate objects, the force is present that will make it no longer penetrate. I think your problem is that you are sampling at times where the ball from...
by kloplop321
Fri Jan 27, 2012 4:54 pm
Forum: General Bullet Physics Support and Feedback
Topic: Rigid body collision
Replies: 4
Views: 2380

Re: Rigid body collision

http://bulletphysics.com/Bullet/BulletF ... dBody.html
body->clearForces();
and then
body->applyForce(btVector3(blah,blah,blah),btvector3(0,0,0));
or
body->applyImpulse(btVector3(blah,blah,blah),btvector3(0,0,0));
by kloplop321
Thu Jan 26, 2012 5:42 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: The Bullet Physics Playground
Replies: 4
Views: 6900

Re: My bullet-physics-playground

That's really neat!
Are you going to further this to support things like constraints?
It would be really fun to play with and prototype if one can come up with a basic scene and an interactive body.