Search found 149 matches

by c6burns
Wed Nov 26, 2014 2:30 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet Physics Test program crashes
Replies: 4
Views: 5977

Re: Bullet Physics Test program crashes

Isn't mixing binaries from differing mingw versions a nono? I know we've had people run into issues with mingw binary incompatibility in the Ogre forums.
by c6burns
Tue Nov 25, 2014 10:33 pm
Forum: General Bullet Physics Support and Feedback
Topic: Strange issue which looks like tunnelling
Replies: 11
Views: 20211

Re: Strange issue which looks like tunnelling

Wil McV wrote:SSE seems to work fine on iOS
SSE instructions aren't implemented on ARM processors
by c6burns
Tue Nov 25, 2014 8:51 pm
Forum: General Bullet Physics Support and Feedback
Topic: Full Tutorial, Starting at Null
Replies: 5
Views: 5944

Re: Full Tutorial, Starting at Null

drleviathan wrote:build the source code
Not that you gave bad advice, quite the contrary ... but he is stuck at the step above. Also there is absolutely no info provided as to build environment so I assumed windows.

No offense to OP, but he isn't just new to bullet. He is new to C/C++
by c6burns
Tue Nov 25, 2014 4:32 pm
Forum: General Bullet Physics Support and Feedback
Topic: Full Tutorial, Starting at Null
Replies: 5
Views: 5944

Re: Full Tutorial, Starting at Null

Open the .sln and hit F7.

Or

Use CMake to generate an .sln and then see above
by c6burns
Fri Nov 21, 2014 12:11 pm
Forum: General Bullet Physics Support and Feedback
Topic: Is it safe to dispose of shapes/rigid bodies in a thread?
Replies: 10
Views: 16073

Re: Is it safe to dispose of shapes/rigid bodies in a thread

The list is also a way for the world to maintain references to objects. If the reference was lost, then the managed object could be implicitly disposed by the garbage collector and then the managed destructor would in turn delete the btCollisionObject while it is still in the world. Previously, eac...
by c6burns
Thu Nov 20, 2014 6:15 pm
Forum: General Bullet Physics Support and Feedback
Topic: Is it safe to dispose of shapes/rigid bodies in a thread?
Replies: 10
Views: 16073

Re: Is it safe to dispose of shapes/rigid bodies in a thread

Ah OK understood ... not too surprised I am wrong having only spent a few moments looking at the wrapper hehe

Cool though, glad you got it sorted :)
by c6burns
Wed Nov 19, 2014 11:51 pm
Forum: General Bullet Physics Support and Feedback
Topic: Is it safe to dispose of shapes/rigid bodies in a thread?
Replies: 10
Views: 16073

Re: Is it safe to dispose of shapes/rigid bodies in a thread

Looks like a hot mess inside that wrapper ... I don't understand why they are maintaining their own lists of objects when bullet already does this for you in the dynamics world. For example, btDiscreteDynamicsWorld already maintains a btAlignedObjectArray<btRigidBody *> of all the rigid bodies in th...
by c6burns
Wed Nov 19, 2014 10:53 am
Forum: General Bullet Physics Support and Feedback
Topic: Is it safe to dispose of shapes/rigid bodies in a thread?
Replies: 10
Views: 16073

Re: Is it safe to dispose of shapes/rigid bodies in a thread

I don't understand where that OnDestroy method comes from. Are you using some bullet implementation for Unity where that exists? Also what does "dispose" mean? Free up the memory? Or perform all of the operations required to remove the btRigidBody from the world *and then* free up the memo...
by c6burns
Wed Nov 19, 2014 10:19 am
Forum: General Bullet Physics Support and Feedback
Topic: Volume of btConvexHullShape
Replies: 2
Views: 4454

Re: Volume of btConvexHullShape

There's an example of doing exactly what Flix has suggested in VoronoiFractureDemo::voronoiBBShatter
by c6burns
Thu Nov 13, 2014 6:46 pm
Forum: General Bullet Physics Support and Feedback
Topic: [SOLVED] Forcing substeps
Replies: 4
Views: 7003

Re: Forcing substeps

I don't see how passing a variable fixed timestep is going to help you. The "fixed" in fixedTimeStep is a hint. This should be constant. How is this not a sufficient explanation? http://bulletphysics.org/mediawiki-1.5.8/index.php/Stepping_the_World If you don't want your simulation to lose...
by c6burns
Thu Nov 06, 2014 6:54 pm
Forum: General Bullet Physics Support and Feedback
Topic: How to specify a btBoxShape's transformation?
Replies: 6
Views: 7268

Re: How to specify a btBoxShape's transformation?

There is a method to get a transformed aabb from a collision shape by passing in a transformation. But as xexuxjy is saying collision shapes don't themselves have a transform ... that's something the collision object handles (btCollisionObject -> btRigidBody and others)
by c6burns
Wed Nov 05, 2014 3:33 pm
Forum: General Bullet Physics Support and Feedback
Topic: How to specify a btBoxShape's transformation?
Replies: 6
Views: 7268

Re: How to specify a btBoxShape's transformation?

The answer to this question is in every sample and in the wiki and in the manual. You can do this! :lol:
by c6burns
Mon Nov 03, 2014 2:55 am
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Beach Buggy Racing (New Kart Racing Game by Vector Unit)
Replies: 5
Views: 49804

Re: Beach Buggy Racing (New Kart Racing Game by Vector Unit)

Awesome, keep the games coming! I'm always in awe of the balance you guys strike between graphic fidelity and playability on a wide range of mobile hardware. I hope my first mobile title is 1/2 as cool as any from Vector Unit :lol:
by c6burns
Thu Oct 23, 2014 7:24 am
Forum: General Bullet Physics Support and Feedback
Topic: xgetbv Illegal Instruction Crash
Replies: 7
Views: 10480

Re: xgetbv Illegal Instruction Crash

Checking bit 27 (OS uses XSAVE/XRSTOR) and 28 (AVX supported by CPU) of ECX after calling cpuid is the method I have most commonly seen used before calling xgetbv. Googling, it seems chrome had an issue with some users encountering this, but it seems they chalked it up to people using XP or VMs. Bul...