Search found 145 matches

by chunky
Fri Aug 22, 2008 1:48 am
Forum: Applications, Games, Demos or Movies using Bullet
Topic: *beginners* - Boiled Down 'HelloWorld' demo with OpenGL
Replies: 16
Views: 30709

Re: *beginners* - Boiled Down 'HelloWorld' demo with OpenGL

can compiler surprise us and actually compile that source so it doesnt leak? No. i was running "top" and i started and killed application over 20 times, it would always allocate about the same time of memory, would not allocate any more during execution and would free it all on exit Ah. S...
by chunky
Thu Aug 21, 2008 7:05 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: *beginners* - Boiled Down 'HelloWorld' demo with OpenGL
Replies: 16
Views: 30709

Re: *beginners* - Boiled Down 'HelloWorld' demo with OpenGL

could you explain a bit more how does that causes memory leak? Because it's impossible to know when to delete the motionstate, because it's shared between objects. To find out when no more objects are using it, you'd need to be using reference-counting, which in C++ is a pain in the ass. Therefore,...
by chunky
Wed Aug 20, 2008 7:00 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet wiki or documentation repo?
Replies: 67
Views: 105608

Re: Bullet wiki or documentation repo?

Well, all of bulletthings.pdf is now in the wiki: http://www.bulletphysics.com/mediawiki-1.5.8/index.php?title=Documentation While I'm on the subject, is there any chance that the stylesheet for the wiki could be modified so that the <h3>-equivalent "===" doesn't have the same color as lin...
by chunky
Wed Aug 20, 2008 2:20 am
Forum: General Bullet Physics Support and Feedback
Topic: Bullet wiki or documentation repo?
Replies: 67
Views: 105608

Re: Bullet wiki or documentation repo?

we could try to gather at some time at an IRC channel, such as freenode.net, #bulletphysics for example. Sounds good. I'll begin lurking there. Checking chanserv, it seems you've been here before... 22:21 <Chunky_Ks> info #bulletphysics 22:21 -ChanServ(ChanServ@services.)- Information on #bulletphy...
by chunky
Wed Aug 20, 2008 12:32 am
Forum: General Bullet Physics Support and Feedback
Topic: Bullet wiki or documentation repo?
Replies: 67
Views: 105608

Re: Bullet wiki or documentation repo?

Mostly I make stuff protected out of habit unless there's a really really good reason to make it private. Additionally, btMotionState is what you should really be inheriting from, not chunky's-ogre-motionstate. I guess it's not inconcievable that you'd want to access the scenenode, though, if you we...
by chunky
Tue Aug 19, 2008 10:03 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet wiki or documentation repo?
Replies: 67
Views: 105608

Re: Bullet wiki or documentation repo?

Actually, none of it is modifiable at the moment. And yes, my pdf is meant to be bite-size chunks.

Gary (-;
by chunky
Tue Aug 19, 2008 5:36 am
Forum: General Bullet Physics Support and Feedback
Topic: Bullet wiki or documentation repo?
Replies: 67
Views: 105608

Re: Bullet wiki or documentation repo?

Well, I think it's safe to say that the pdf user guide in the bullet download package is still a better reference for bullet in general; I'm trying to just explain a few more specific issues in more detail I just find myself adding to my own document anytime I find something that was hard for me to ...
by chunky
Tue Aug 19, 2008 2:55 am
Forum: General Bullet Physics Support and Feedback
Topic: Bullet wiki or documentation repo?
Replies: 67
Views: 105608

Re: Bullet wiki or documentation repo?

As an aside, because I'd pasted code for my ogre3d motionstate so many times, and seen so many questions about motionstates, I updated bulletthings.pdf with a whole chapter on motionstates, with a specific example of one for Ogre3d.

Gary (-;
by chunky
Mon Aug 18, 2008 6:03 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet wiki or documentation repo?
Replies: 67
Views: 105608

Re: Bullet wiki or documentation repo?

Well, I originally wrote that with the intention of it going into a wiki...

Gary (-;
by chunky
Sat Aug 16, 2008 7:57 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet wiki or documentation repo?
Replies: 67
Views: 105608

Bullet wiki or documentation repo?

I've added some stuff to bulletthings.pdf again, and was just wondering if there's anywhere for users to add documentation for bullet yet?

Thanks,
Gary (-;
by chunky
Sat Aug 16, 2008 2:58 am
Forum: General Bullet Physics Support and Feedback
Topic: Question about TriangleMesh
Replies: 5
Views: 3975

Re: Question about TriangleMesh

Even by default, if the m_worldtransform is set to identity, the mesh would be transformed to Origin in Worldspace and this would change all the vertices position. As vertices already have position in worldspace, I do not want to apply transformation to TriMesh. How can I do this. Translating the v...
by chunky
Wed Aug 06, 2008 1:28 am
Forum: General Bullet Physics Support and Feedback
Topic: Non elastic rope
Replies: 1
Views: 2628

Re: Non elastic rope

Is there a solution to create a non elastic and fixed length constraint with six degrees of freedom? Don't you mean three degrees of freedom? The rope can't get longer or shorter along any of its axes, but it can rotate around all three. Perhaps a generic6dof joint with movements blocked but rotati...
by chunky
Fri Aug 01, 2008 12:39 am
Forum: General Bullet Physics Support and Feedback
Topic: Problem teleporting dynamic objects
Replies: 4
Views: 5291

Re: Problem teleporting dynamic objects

Well, that disables deactivation on that body. That body will burn a little CPU every tick, even when it's sitting not moving. If the body spends most of the time moving [eg, if it's your player object or something they're directly controlling], then it doesn't really matter. If it's one of many hun...
by chunky
Thu Jul 31, 2008 11:58 pm
Forum: General Bullet Physics Support and Feedback
Topic: Problem teleporting dynamic objects
Replies: 4
Views: 5291

Re: Problem teleporting dynamic objects

One the body comes to rest it's being deactivated.

Try a simple body->activate(true)

Alternatively, disable deactivation on the body altogether in the first place, with a body->setActivationState(DISABLE_DEACTIVATION);

Gary (-;
by chunky
Sun Jul 27, 2008 6:04 pm
Forum: General Bullet Physics Support and Feedback
Topic: Update mesh positions/rotations
Replies: 2
Views: 3967

Re: Update mesh positions/rotations

Sounds like a job for a custom btMotionState. That way, bullet will trigger an update for every body that has moved, for you. Motionstates inherently include the interpolation, though, so you should keep that in mind in case it matters.

Gary (-;