Search found 149 matches
- 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.
- 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
SSE instructions aren't implemented on ARM processorsWil McV wrote:SSE seems to work fine on iOS
- 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
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.drleviathan wrote:build the source code
No offense to OP, but he isn't just new to bullet. He is new to C/C++
- 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
Or
Use CMake to generate an .sln and then see above
- Sat Nov 22, 2014 5:43 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Silicon RPG indie game using Bullet on Kickstarter
- Replies: 2
- Views: 39565
Re: Silicon RPG indie game using Bullet on Kickstarter
It wasn't at the time the thread was created
- 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...
- 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
Cool though, glad you got it sorted
- 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...
- 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...
- 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
- 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...
- 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)
- 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!
- 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
- 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...