Search found 237 matches

by dphil
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...
by dphil
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...
by dphil
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 ...
by dphil
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
by dphil
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...
by dphil
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
by dphil
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...
by dphil
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.
by dphil
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.
by dphil
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. ...
by dphil
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...
by dphil
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...
by dphil
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

Dr.Shepherd wrote: If you want to get a comprehensive comparison of current physics engine, check this paper:
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.
by dphil
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...
by dphil
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:
Tokamak is specially optimized for stacking large number of
objects; one of the most frequently requested features by game
developers.
I'm guessing that's why. Though if you are asking exactly how Tokamak does it compared to Bullet, I don't know.