Search found 149 matches

by c6burns
Tue Oct 22, 2013 7:01 am
Forum: General Bullet Physics Support and Feedback
Topic: Terrain depth interaction
Replies: 6
Views: 7839

Re: Terrain depth interaction

The real performance hit (at least in my case) comes from creating the collision shape of the rigidbody. You would want to do that during scene setup or in a background thread. Adding and removing bodies from the world is a fairly trivial operation.
by c6burns
Tue Oct 22, 2013 1:04 am
Forum: General Bullet Physics Support and Feedback
Topic: Efficient partial soft bodies
Replies: 1
Views: 3679

Re: Efficient partial soft bodies

I did a demo once of an anime character with hair and clothing softbodies responding to wind and character translating and animating. I just divided the model into sections where I needed the meshes to be softbodies (eg. the hair and dress made into their own meshes and added as softbodies). Then I ...
by c6burns
Mon Oct 21, 2013 11:04 pm
Forum: General Bullet Physics Support and Feedback
Topic: Terrain depth interaction
Replies: 6
Views: 7839

Re: Terrain depth interaction

Ok I understand much better now, thank you! Sounds fun! I think the answer is still going to be that outside of bullet you generate meshes using your actual scene geometry modified by your depth texture. So meshes are made during a preprocess and at runtime the texture isn't needed by bullet. The ge...
by c6burns
Mon Oct 21, 2013 9:34 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Toy vehicles (again)
Replies: 5
Views: 13981

Re: Toy vehicles (again)

CHAOS-THEORY wrote:Tricky trucks physics are more sofisticated then your's and i still cant get in mind that i can't play ur game which seems less CPU hunger. well thanks anyway keep selling CPUs lol
Your attitude is as bad as your CPU :lol: (mostly kidding)
by c6burns
Mon Oct 21, 2013 9:31 pm
Forum: General Bullet Physics Support and Feedback
Topic: Terrain depth interaction
Replies: 6
Views: 7839

Re: Terrain depth interaction

Do you actually need to use the height information from a texture? Couldn't you simply hand bullet one static mesh (adjusted by your texture), and then render the surface of the snow? Or is there a more complex idea about a physical interaction with the snow ... like slowly sinking to a max depth, o...
by c6burns
Mon Oct 21, 2013 9:11 am
Forum: General Bullet Physics Support and Feedback
Topic: Loads of btRigidBody's gives stackoverflowerror
Replies: 1
Views: 3105

Re: Loads of btRigidBody's gives stackoverflowerror

Well there's no default constructor, which is why you can't just allocate them like you are trying with new. There's probably a cleaner way to do this with std containers, which you should look into ... I'm more of a C guy and this is basically what C++ inherited from C. Single dimension of btRigidB...
by c6burns
Sat Oct 19, 2013 9:36 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet, Ogre and Animations
Replies: 1
Views: 3011

Re: Bullet, Ogre and Animations

I think you have to leverage methods in the AnimatedMeshToShapeConverter to blend the verts by the bones. Dig through the class and check the methods ... I don't think it's as simple as an addTime() call every frame. Also I don't think that class is even originally from BtOgre, it's pulled out of Og...
by c6burns
Wed Oct 16, 2013 3:43 pm
Forum: General Bullet Physics Support and Feedback
Topic: Getting started
Replies: 6
Views: 6447

Re: Getting started

I didn't follow the guide you are using. I simply included the appropriate headers and then linked against the bullet libraries. Simply add bullet's src folder to your include directories. Then include btBulletDynamicsCommon.h. Then link against the libraries you are using (eg. BulletDynamics Bullet...
by c6burns
Tue Oct 15, 2013 8:17 pm
Forum: General Bullet Physics Support and Feedback
Topic: Getting started
Replies: 6
Views: 6447

Re: Getting started

The AppHelloWorld project does not provide a graphical example. I imagine it runs fine, but you haven't yet realized what it does.

I don't think bullet is difficult to build at all. Are you comparing it to other libraries? Or are you just new to programming?
by c6burns
Mon Oct 14, 2013 7:54 pm
Forum: General Bullet Physics Support and Feedback
Topic: Basic working..
Replies: 1
Views: 2570

Re: Basic working..

Just hold onto the pointer to your body (by not letting it go out of scope). So in the example at the bottom of this page: http://bulletphysics.org/mediawiki-1.5.8/index.php/Rigid_Bodies Instead of declaring btRigidBody *rigidBody; locally, make it a global or a class member. Then use the pointer to...
by c6burns
Mon Oct 14, 2013 5:57 pm
Forum: General Bullet Physics Support and Feedback
Topic: Getting started
Replies: 6
Views: 6447

Re: Getting started

Try setting your startup project as something other than AppHelloWorld. For instance, set App_SoftDemo as the startup project and use the ] key to cycle through demo scenes.
by c6burns
Mon Oct 14, 2013 4:55 am
Forum: General Bullet Physics Support and Feedback
Topic: Odd Linking Error
Replies: 2
Views: 3197

Re: Odd Linking Error

The first three are in the collision library, while the one giving you link errors is in the dynamics library. You are linking against BulletDynamics, yes? I assume you'd have more link errors if you weren't but that's all I could think.