Search found 25 matches

by Pyritie
Wed Aug 24, 2011 12:47 am
Forum: General Bullet Physics Support and Feedback
Topic: TriangleMesh CollisionObject and RaycastVehicle not working
Replies: 10
Views: 12132

TriangleMesh CollisionObject and RaycastVehicle not working

Okay so I've successfully converted an ogre mesh to a physics mesh, using the TriangleMesh thingy to build it. When I try to put it in a RigidBody it just makes the vehicles jump all over the place which wasn't right at all. I then tried putting it in a CollisionObject instead, which worked a lot be...
by Pyritie
Wed Aug 24, 2011 12:34 am
Forum: General Bullet Physics Support and Feedback
Topic: Moving platforms
Replies: 15
Views: 12435

Re: Moving platforms

Hi,Is there a better method to make a moving platform that interacts with other dynamic rigid bodies for an irregular mesh? Should it be implemented using a 6DOF constraint and setting a linear velocity? If kinematic object is the way to go, how to I prevent bad penetration with dynamic objects? co...
by Pyritie
Wed Aug 24, 2011 12:27 am
Forum: General Bullet Physics Support and Feedback
Topic: How do you integrate with your existing code?
Replies: 3
Views: 3357

Re: How do you integrate with your existing code?

I kinda take a Component approach and load all of my game object data from files, instead of having a billion subclasses. The files specify model components and shape components, and then at runtime the program sticks everything together, including putting all of the shapes in a compound collision s...
by Pyritie
Wed Aug 24, 2011 12:20 am
Forum: General Bullet Physics Support and Feedback
Topic: Simplify btConvexHullShape?
Replies: 6
Views: 7368

Re: Simplify btConvexHullShape?

use a simpler model?

EDIT:
if you can't do that, maybe weld vertices that are close together within a certain threshold?
by Pyritie
Fri Aug 19, 2011 10:58 pm
Forum: General Bullet Physics Support and Feedback
Topic: RaycastVehicle vibrating & GhostObject not giving collisions
Replies: 4
Views: 6188

Re: RaycastVehicle vibrating & GhostObject not giving collis

My trigger regions are now just static rigid bodies with the NoContactResponse flag raised.
Fixed the problem with the vibratey kart too - I had the damping set to 100. I changed it to 10 and now it doesn't vibrate at all!

...solved I guess?
by Pyritie
Sat Aug 13, 2011 12:30 pm
Forum: General Bullet Physics Support and Feedback
Topic: RaycastVehicle vibrating & GhostObject not giving collisions
Replies: 4
Views: 6188

Re: RaycastVehicle vibrating & GhostObject not giving collis

well even if I stick a kart or a regular box inside the region, ghostObject.NumOverlappingObjects always returns 0. So my method that only fires events when things just enter or leave the region isn't causing the problem... I've also tried playing around with some more flags. Still nothing. EDIT: we...
by Pyritie
Fri Aug 12, 2011 3:56 pm
Forum: General Bullet Physics Support and Feedback
Topic: RaycastVehicle vibrating & GhostObject not giving collisions
Replies: 4
Views: 6188

Re: RaycastVehicle vibrating & GhostObject not giving collis

If I flip my kart upside down, the vibration stops. So it's likely something to do with how I set up the wheels.
by Pyritie
Fri Aug 12, 2011 3:35 pm
Forum: General Bullet Physics Support and Feedback
Topic: RaycastVehicle vibrating & GhostObject not giving collisions
Replies: 4
Views: 6188

RaycastVehicle vibrating & GhostObject not giving collisions

Hi, I'm new to bullet and I'm using a c# wrapper and have two small problems that are probably just me doing something stupid. : [/i]D I'm doing a mariokart-like racing game. First problem is that when I use a RaycastVehicle for the karts and drive them around (or even just let them sit there, not m...
by Pyritie
Fri Aug 12, 2011 3:14 pm
Forum: General Bullet Physics Support and Feedback
Topic: [solved] cant figure out why *no* collisions are detected
Replies: 1
Views: 2250

Re: [solved] cant figure out why *no* collisions are detecte

EDIT: changed to world->addRigidBody(rigidBody, 1, -1); to fix the problem! For some reason I had explicitly put the "default" arguments in, but assumed the default for the collision group was 0, but it should be 1!! heh yeah that'd be why. 0 is no collision, 1 is default, etc. Look in bt...
by Pyritie
Thu Aug 11, 2011 6:45 pm
Forum: General Bullet Physics Support and Feedback
Topic: Simple raycast tutorial
Replies: 12
Views: 20081

Re: Simple raycast tutorial

I'd like to know this too