Search found 25 matches
- 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...
- 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...
- 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...
- 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?
EDIT:
if you can't do that, maybe weld vertices that are close together within a certain threshold?
- 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?
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?
- 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...
- 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.
- 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...
- 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...
- 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