Search found 52 matches
- Wed Mar 23, 2011 12:34 am
- Forum: General Bullet Physics Support and Feedback
- Topic: raycast / contactTest and moving rigidbody
- Replies: 0
- Views: 1639
raycast / contactTest and moving rigidbody
i detected that raycasts and contact tests in bullet are not working well when rigid body is moving relativly not too fast. And this is not problem of rendering/interpolating. You can observe that in bullet demo box2d by: 1. picking body 2. throwing it to set it some velocity 3. pause simulation (ke...
- Wed Nov 17, 2010 10:42 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: pair caching rigid body
- Replies: 4
- Views: 3924
Re: pair caching rigid body
Ok, I have done that by way around, copying contacts every physics tick to vector in my wraper on btRigidBody after that i can look only on contacts that i am interested in (for specyfied body). This works lot faster than doing contact tests. for (int i=0;i<PhysicsObjects.size();i++) PhysicsObjects....
- Tue Nov 16, 2010 5:20 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: pair caching rigid body
- Replies: 4
- Views: 3924
Re: pair caching rigid body
Yes, i now that raycast is better for bullets. I called it wrong. I meant slow moving rigidbody which must now about itself collision. For example,granade or spaceship which fly(via applying forces) and if collide with player kills him, raycast can't be solution for that
- Tue Nov 16, 2010 4:03 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: pair caching rigid body
- Replies: 4
- Views: 3924
pair caching rigid body
i was thinking about creating new colision object which would behave like simple rigid body but in every step simulation will store contact points which concern this body. It would be like hybryd btRigidBody and btGhostObject. Why this may be needed to? Example: bullet(small rigidbody) from weapon h...
- Sun Nov 14, 2010 7:03 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Wind simulation
- Replies: 6
- Views: 8768
Re: Wind simulation
i think the best way to achieve this is to iterate over all dynamic bodies and apply central inpulse/force in the direction that you want, on every physics tick, like this: int i; for (i=dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--) { btCollisionObject* obj = dynamicsWorld->getCollisionObjec...
- Fri Nov 12, 2010 5:39 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: contact callback, contact test - performance
- Replies: 1
- Views: 1781
contact callback, contact test - performance
It is better to register contact callback, for body or call contact test every physics tick to improve performance.
How much worse is calling contact test every tick, or better, or performance is the same both methods?
How much worse is calling contact test every tick, or better, or performance is the same both methods?
- Mon Jul 19, 2010 3:23 am
- Forum: General Bullet Physics Support and Feedback
- Topic: 2d concave collision shapes
- Replies: 1
- Views: 1870
2d concave collision shapes
is this possible to create in bullet engine, concave 2d static collision object? I have tried with btBvhTriangleMeshShape with z-coordinate = 0, but box2dshape don't collide with it. btConvex2dShape works fine, but it would be great to create concave. Any ideas?