Search found 237 matches
- Fri Nov 18, 2011 7:13 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Pre-Newbie questions
- Replies: 9
- Views: 7817
Re: Pre-Newbie questions
I would check out the wiki pages for help on getting started: http://bulletphysics.org/mediawiki-1.5.8/index.php/Getting_Started As for visualization, I think the easiest way is just adapt the Bullet demo code, which already has rendering. Otherwise...it's pretty much up to you. If you're ok with Op...
- Fri Nov 18, 2011 2:13 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Pre-Newbie questions
- Replies: 9
- Views: 7817
Re: Pre-Newbie questions
1. You can do this alone, no need to use 3d package To add to/clarify what Dr Shepherd said, you can indeed use Bullet alone as a collision detection and dynamics library without visualization, but it does *not* have graphics integration; if you want graphics, you need to provide that yourself. Typ...
- Wed Nov 16, 2011 6:02 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Shaping a world as a Cylinder
- Replies: 8
- Views: 12576
Re: Shaping a world as a Cylinder
In general, half extents refer to half the dimensions of the object along the x, y, and z axes. For example, a cube with half extents (0.5,0.5,0.5) will have a size of 1x1x1. As for a cylinder, I assume the last value (the second radius) is the radius along the z direction (imagine the circular end ...
- Wed Nov 09, 2011 10:18 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: RigidBody passing throught SoftBody
- Replies: 6
- Views: 5852
Re: RigidBody passing throught SoftBody
Sorry, I don't know much more about soft bodies to help out with your specific case, though I can point you to a file I uploaded a while back with a collection of info I found on various soft body properties, in case it helps you:
http://bulletphysics.org/Bullet/phpBB3/ ... 280#p24280
http://bulletphysics.org/Bullet/phpBB3/ ... 280#p24280
- Sat Nov 05, 2011 9:58 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: RigidBody passing throught SoftBody
- Replies: 6
- Views: 5852
Re: RigidBody passing throught SoftBody
This is probably because at high speeds the force of impact with the soft body nodes is enough to push them apart so that the rigid body slips through the gaps. You could try increasing the link stiffness. There may be other ways to reduce/avoid rigid body penetration too, though I only have limited...
- Fri Nov 04, 2011 9:16 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Documentation
- Replies: 1
- Views: 2858
Re: Documentation
Please see/continue the relevant discussion here: http://bulletphysics.org/Bullet/phpBB3/ ... 0&start=60
- Fri Nov 04, 2011 3:14 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Sleeping objects coming alive when not hit
- Replies: 3
- Views: 4154
Re: Sleeping objects coming alive when not hit
I believe it is intentional that sleeping objects awake when an active object enters their bounding box. I think this aids in efficiency and collision response calculations. I think the main problem here is that you probably shouldn't be using/relying on objects' sleeping state to keep them from res...
- Tue Nov 01, 2011 6:30 am
- Forum: General Bullet Physics Support and Feedback
- Topic: [Solved] Softbody Issue
- Replies: 2
- Views: 2513
Re: Softbody Issue
Ah darn I should have said something when I first saw your post then. I thought of the margin, but assumed you would have had some default small margin. Indeed, 0.25 is a bit on the large side! Glad you figured it out.
- Sat Oct 29, 2011 6:52 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Changing collision filter flags on the fly
- Replies: 3
- Views: 4798
Re: Changing collision filter flags on the fly
I ended up just removing and re-adding the body with the new collision masks. This seems to be the way to do it, and it works.
- Thu Oct 27, 2011 4:24 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Pushing objects away due to explosions
- Replies: 2
- Views: 4406
Re: Pushing objects away due to explosions
You would need to do this yourself. One common way would be to create a ghost sphere representing the blast, and iterate over all objects inside it an apply forces correspondingly, perhaps based on the distance from the centre of the sphere (the blast origin). This is a "simple" approach. ...
- Sun Oct 23, 2011 9:25 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How can i place a set of eyes on a softbody cube
- Replies: 5
- Views: 5485
Re: How can i place a set of eyes on a softbody cube
Not silly, good question. I had just assumed he wanted 2 rigid bodies (spheres, perhaps) for eyes, bobbling around on one of the sides of the jelly cube, since he mentioned having them rotate. Another idea would be simply having eye textures stuck onto the cube, but texturing soft bodies can be a bi...
- Sun Oct 23, 2011 7:23 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How can i place a set of eyes on a softbody cube
- Replies: 5
- Views: 5485
Re: How can i place a set of eyes on a softbody cube
Best way I know of would be to use Anchors between nodes of the soft body and two rigid bodies for the eyes (I'm assuming here that you want the eyes rigid). I have never used this, but I believe it is used in some of the demos(?) Reference: http://bulletphysics.com/Bullet/BulletFull/structbtSoftBod...
- Thu Oct 20, 2011 6:30 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: stacking 1000 Boxes using BULLET
- Replies: 12
- Views: 8955
Re: stacking 1000 Boxes using BULLET
Well, that paper is from 2007. Bullet has matured a lot and several other notable ones have somewhat dropped off the radar or otherwise stopped development since then.Dr.Shepherd wrote: If you want to get a comprehensive comparison of current physics engine, check this paper:
- Wed Oct 19, 2011 4:42 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: stacking 1000 Boxes using BULLET
- Replies: 12
- Views: 8955
Re: stacking 1000 Boxes using BULLET
Perhaps something like that. In essence, an arbitrary set of touching rigid bodies with no angular velocity, same starting velocity, and all being acted on by the same force (gravity, typically), can be treated as a single moving body, since all their transforms should change identically at each ste...
- Tue Oct 18, 2011 4:32 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: stacking 1000 Boxes using BULLET
- Replies: 12
- Views: 8955
Re: stacking 1000 Boxes using BULLET
From the Tokamak website:
I'm guessing that's why. Though if you are asking exactly how Tokamak does it compared to Bullet, I don't know.Tokamak is specially optimized for stacking large number of
objects; one of the most frequently requested features by game
developers.