Search found 84 matches
- Thu Jun 05, 2008 9:23 am
- Forum: General Bullet Physics Support and Feedback
- Topic: center of mass not at mesh origin
- Replies: 13
- Views: 44988
Re: center of mass not at mesh origin
That said, I agree it would be nice to be able to set center of mass on an object - but I can't think of any pratical use for doing so when the intent is to render images based off the physics data. There's lots of uses - e.g. 1. Artists may want to set the origin of models at ground level - e.g. l...
- Thu Mar 13, 2008 11:55 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Angular spring damping
- Replies: 6
- Views: 8807
Re: Angular spring damping
Make it apply to the angle between 3 points - so if you have three points A-B-C then whatever force you apply to C, you apply to A in the opposite direction. In fact, you could actually distribute the "opposing" force over multiple other points. I realised later this is wrong :oops: as it...
- Wed Mar 12, 2008 6:23 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Angular spring damping
- Replies: 6
- Views: 8807
Re: Angular spring damping
Make it apply to the angle between 3 points - so if you have three points A-B-C then whatever force you apply to C, you apply to A in the opposite direction. In fact, you could actually distribute the "opposing" force over multiple other points.
- Fri Mar 07, 2008 10:11 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Constraint-Based Verlet Physics Engine
- Replies: 20
- Views: 21971
Re: Constraint-Based Verlet Physics Engine
My experience is: The Vertlet/particle method for rigid bodies is super-simple to get some simple demos running. However, as soon as you start adding the features that are needed to make it useful - friction, controlled collision restitution, complex shapes etc you end up with so many hacks it becom...
- Fri Feb 15, 2008 10:27 am
- Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
- Topic: Physics for Phun
- Replies: 9
- Views: 18444
Re: Physics for Phun
This is very nice and fun to play/experiment with. However, I did create a "Newton's Cradle" - 5 balls suspended on highly-damped/strong springs, initially at rest, side by side, and touching each other. When one is dragged to one side, it bounces off the 4 other balls, rather than propaga...
- Mon Dec 17, 2007 11:29 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Physics and Lowpassing
- Replies: 8
- Views: 8435
Re: Physics and Lowpassing
I use local space positions too and it works fine and is very simple. Also, I woke up this morning thinking how trivial it would be to use this to add an additional position based friction constraint that would be enabled when you detect that static friction _should_ be preventing movement (even tho...
- Thu Dec 06, 2007 10:15 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Any decent tutorial on making a Vehicle work with Bullet?
- Replies: 4
- Views: 7444
Re: Any decent tutorial on making a Vehicle work with Bullet?
You could also look at the demos for other physics libraries, since the demo code will normally be open source even if the physics library itself isn't. There's a "raycast" car with my jiglib (http://www.rowlhouse.co.uk/jiglib, also search for jiglib and jigglex on youtube) that is quite f...
- Tue Dec 04, 2007 5:51 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Character Controller
- Replies: 5
- Views: 6442
Re: Character Controller
When you're on a sideways slope the contact point is to one side of the sphere centre. Perhaps when you then move forward, since the ground friction is applied to one side of the sphere centre, it results in a torque around the vertical axis, so your character rotates. Often character controllers ar...
- Thu Oct 18, 2007 11:18 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Newton's cradle
- Replies: 8
- Views: 17618
Re: Newton's cradle
If you build the LCP based on Newton's restitution law then you get an unphysical result when you apply it to more than 2 bodies in simultaneous collision because the law is an empirical result of a collision between 2 bodies only. There are collision laws for more than 2 bodies, apparently, but I g...