Search found 149 matches

by c6burns
Mon Apr 28, 2014 6:44 pm
Forum: General Bullet Physics Support and Feedback
Topic: Collision callback always returns true!!
Replies: 16
Views: 19677

Re: Collision callback always returns true!!

Hey I admit I only skimmed your thread. I'm not overly interested in java implementations. But you can admit you didn't research the answer to the Orwell question for 4 months.
by c6burns
Mon Apr 28, 2014 6:28 pm
Forum: General Bullet Physics Support and Feedback
Topic: Collision callback always returns true!!
Replies: 16
Views: 19677

Re: Collision callback always returns true!!

Well this is clearly off topic, but I'm not sure you have any high ground to stand on if it took you 4 months to find out the title of Orwell's most famous book (besides possibly Animal Farm).
by c6burns
Mon Apr 28, 2014 6:22 pm
Forum: General Bullet Physics Support and Feedback
Topic: Collision callback always returns true!!
Replies: 16
Views: 19677

Re: Collision callback always returns true!!

joehot200 wrote:Please read the thread and all the replies before commenting.
Trust me, I did.
by c6burns
Mon Apr 28, 2014 6:15 pm
Forum: General Bullet Physics Support and Feedback
Topic: Collision callback always returns true!!
Replies: 16
Views: 19677

Re: Collision callback always returns true!!

joehot200 wrote:(Been wanting support for a while but taken me 4+ months find the answer to the questions so I can register)
Wait, it took you 4 months to find out that the opposite of concave is convex?
by c6burns
Tue Mar 04, 2014 12:19 pm
Forum: General Bullet Physics Support and Feedback
Topic: output not shown with bullet physics library
Replies: 10
Views: 9989

Re: output not shown with bullet physics library

You will indeed need some kind of graphics API in order to render graphics. I use Ogre, but there are many choices out there including creating your own renderer using OpenGL or DirectX
by c6burns
Tue Feb 25, 2014 2:33 pm
Forum: General Bullet Physics Support and Feedback
Topic: configuring bullet library in visual studio 2010
Replies: 3
Views: 4818

Re: configuring bullet library in visual studio 2010

Header files don't strictly need to be in the project. Intellisense should find them as long as they are sitting in an include path. Although, I use CMake and it does put the headers into the resulting sln
by c6burns
Fri Feb 21, 2014 9:07 am
Forum: General Bullet Physics Support and Feedback
Topic: using soft body for clothing simulation
Replies: 4
Views: 8178

Re: using soft body for clothing simulation

Doesn't blender integrate bullet softbodies? Not sure since I'm not a blender user.
by c6burns
Thu Feb 20, 2014 3:12 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet and Unity
Replies: 2
Views: 4409

Re: Bullet and Unity

As I understand, Unity has PhysX 2.X. So various users have noticed substantial speed increases using bullet, though I supposed you would also get a boost from a PhysX 3.x integration. Also you could write a C++ plugin with a pro license.
by c6burns
Tue Feb 18, 2014 4:47 pm
Forum: General Bullet Physics Support and Feedback
Topic: How i can i filter out edges from collision
Replies: 3
Views: 3727

Re: How i can i filter out edges from collision

kinda dissapointed that this still isn't fixed , but thx anyway. The issue *is* fixed. The fix is that you use the internal edge fix on geometry that exhibits this problem. I'm sure a patch that automatically determines whether you are going to require internal edge fixing on a shape would be welco...
by c6burns
Sun Feb 16, 2014 9:05 pm
Forum: General Bullet Physics Support and Feedback
Topic: Updating btBvhTriangleMeshShape during animation of mesh
Replies: 3
Views: 3882

Re: Updating btBvhTriangleMeshShape during animation of mesh

I think I read somewhere you can just supply the btBvhTriangleMeshShape with the deformed/moved vertices if nothing was added or removed. But I can't figure out how. I've seen many people think this, but none who ended up with a solution. My understanding is BtOgre borrowed a class from OgreBullet ...
by c6burns
Thu Feb 13, 2014 4:08 pm
Forum: General Bullet Physics Support and Feedback
Topic: Is anyone still working on btKinematicCharactercontroller
Replies: 7
Views: 6301

Re: Is anyone still working on btKinematicCharactercontrolle

I'm going to go out on a limb with a no, judging by how at least 3 threads in the last few weeks asked a similar question and either got a no or no response. If you need an already-completely-built kinematic controller that accounts for all the myriad situations you might get it into, maybe bullet i...
by c6burns
Tue Feb 11, 2014 10:37 am
Forum: General Bullet Physics Support and Feedback
Topic: Is anyone still working on btKinematicCharactercontroller
Replies: 7
Views: 6301

Re: Is anyone still working on btKinematicCharactercontrolle

I use my own dynamic controller and I am fairly happy with it so far.

For a kinematic controller you would have to implement things like moving platforms manually since kinematic objects cannot be influenced by the simulation.
by c6burns
Tue Feb 11, 2014 9:59 am
Forum: General Bullet Physics Support and Feedback
Topic: Is anyone still working on btKinematicCharactercontroller
Replies: 7
Views: 6301

Re: Is anyone still working on btKinematicCharactercontrolle

Would probably help if you were more descriptive about the symptoms. What's wrong with the kinematic controller? I don't really use them so I wouldn't know. Have you tried the non-kinematic controller?
by c6burns
Mon Feb 10, 2014 12:51 am
Forum: General Bullet Physics Support and Feedback
Topic: time step simulation independently for different objects
Replies: 8
Views: 9245

Re: time step simulation independently for different objects

You can't do exactly what you want without modifying the library. Would love to proven wrong though and learn something new. Also I think this is a fun thought experiment, but when you get to the implementation the fun will sink out of it really fast.