Search found 109 matches

by projectileman
Sat Nov 22, 2008 12:05 pm
Forum: General Bullet Physics Support and Feedback
Topic: overlapping triangles inside or intersected by AABB
Replies: 1
Views: 2282

Re: overlapping triangles inside or intersected by AABB

Every concave shape derived from btConcaveShape has this method:

Code: Select all

processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax)
Which will give you all triangles intersected by an AABB.
by projectileman
Fri Nov 21, 2008 3:14 pm
Forum: General Bullet Physics Support and Feedback
Topic: Twist-Cone vs 6-Dof... where to place your bets?
Replies: 7
Views: 6127

Re: Twist-Cone vs 6-Dof... where to place your bets?

Hi. IMHO you should put your all your bets on btGeneric6DofConstraint . Why?? It's more stable. I've test them alot and also I've tested Twist-Cone alternatively. And I've found some little artifacts and jerky movements with btConeTwistConstraint, noticeable when you're taking a closer look for the ...
by projectileman
Sun Nov 16, 2008 11:49 pm
Forum: General Bullet Physics Support and Feedback
Topic: Problem with btQuantizedBvh
Replies: 2
Views: 2998

Re: Problem with btQuantizedBvh

Try using btGImpactBvh or btGImpactCompoundShape or btGImpactMeshShape. They are quantized BVH trees, suitable for rigid meshes (moveables) and compounds.
by projectileman
Sun Oct 19, 2008 2:29 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Bullets, ODE or physX?
Replies: 6
Views: 11251

Re: Bullets, ODE or physX?

ODE was the first open source physics engine, and that's why it is very popular between the game development community. But obviously Bullet exceeds ODE capablities with a more powerful and robust collision system, which can represent a more wider range of shapes and also supports continuous collisi...
by projectileman
Tue Oct 14, 2008 2:25 am
Forum: General Bullet Physics Support and Feedback
Topic: btDbvt and Rendering
Replies: 2
Views: 2555

Re: btDbvt and Rendering

Thanks Erwin for your quick responce. I couldn't found it by myself.... so thanks.
by projectileman
Mon Oct 13, 2008 11:29 pm
Forum: General Bullet Physics Support and Feedback
Topic: btDbvt and Rendering
Replies: 2
Views: 2555

btDbvt and Rendering

Hi.
How is btDbvt class used for rendering and filtering non-visible objects ?
Specially in the culling and occlusion queries?
Is there any clue on the collideOCL() method? how it sorts the primitives front-to-back?

thanks.
by projectileman
Thu Aug 21, 2008 3:47 pm
Forum: General Bullet Physics Support and Feedback
Topic: 6dof constraint motors?
Replies: 2
Views: 4092

Re: 6dof constraint motors?

Yes. Using the limit motors is the best way for do that. You must configure the Rotational Limit motor configuration for each axis, and you can access to them with the getRotationalLimitMotor(axis) function. Then set the necessary parameters for approaching what do you want about this constraint, fo...
by projectileman
Mon Aug 11, 2008 2:31 am
Forum: General Bullet Physics Support and Feedback
Topic: Why not implement OptimizedBvh on arbitrary shape?
Replies: 8
Views: 6689

Re: Why not implement OptimizedBvh on arbitrary shape?

is btGimpactBvh's tree dynamic? I don't really see what is the difference between btGimpactBvh and btOptimizedBvh. btGimpactBvh allows moveable trimeshes and btOptimizedBvh doesn't. btGimpactBvh could be dynamic (for deformables) by calling the refit function, but I haven't tested this feature yet.
by projectileman
Mon Aug 11, 2008 2:25 am
Forum: General Bullet Physics Support and Feedback
Topic: Motors for btGeneric6DofConstraint
Replies: 3
Views: 6730

Re: Motors for btGeneric6DofConstraint

Sure.

m_maxLimitForce determines how much torque the constraint applies when its limits are violated, typically its value is very high.

And maxMotorForce is the maximum torque that the Motor applies for mantain the desired velocity, and its value shouldn't be too high.
by projectileman
Sun Aug 10, 2008 8:07 pm
Forum: General Bullet Physics Support and Feedback
Topic: Motors for btGeneric6DofConstraint
Replies: 3
Views: 6730

Re: Motors for btGeneric6DofConstraint

May you should take a more deep revision to the btGeneric6DofConstraint header file. 6DOF constraints have one Rotational Motor configuration per axis, represented by the btRotationalLimitMotor structure. You can access to each Rotational motor with the getRotationalLimitMotor(int index) function. T...
by projectileman
Sat Aug 09, 2008 12:30 am
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Number 6 - Indie Game using Bullet
Replies: 5
Views: 7946

Re: Number 6 - Indie Game using Bullet

Great work!!
Felicitaciones.

A propósito, como pudiste hacerte tremendo juego en Irrlicht? Me impresiona el manejo de camara.

Gracias por publicarlo.
by projectileman
Sat Aug 09, 2008 12:19 am
Forum: Applications, Games, Demos or Movies using Bullet
Topic: looking for developers
Replies: 1
Views: 4450

Re: looking for developers

Do you need programmers?
by projectileman
Fri Aug 08, 2008 10:57 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet determinism
Replies: 3
Views: 3870

Re: Bullet determinism

What I believe is that none of the existing physics engines support determinism. Even Havok. I think that because they depend on floating point calculations whose could give different approximations between different machines on a network simulation. So you need to transmit all body states from a se...
by projectileman
Fri Aug 08, 2008 10:50 pm
Forum: General Bullet Physics Support and Feedback
Topic: Importing meshs using *.obj
Replies: 2
Views: 3494

Re: Importing meshs using *.obj

At first you need to fill a vertex array and a triface index array from a *.obj file.
Then you must provide a btTriangleIndexVertexArray from your array data for creating a trimesh collision object. The trimesh collision object could be a btGImpactMeshShape.
by projectileman
Fri Aug 08, 2008 10:39 pm
Forum: General Bullet Physics Support and Feedback
Topic: Why not implement OptimizedBvh on arbitrary shape?
Replies: 8
Views: 6689

Re: Why not implement OptimizedBvh on arbitrary shape?

A disadvantage seems to be that compound objects are more likely to get "jammed" inside each other, as things can get stuck between the components of the compound object. Obviously this can be avoided, but it's another thing to worry about. Is the situation better with gimpact? Also, spee...