Search found 55 matches
- Wed Feb 15, 2012 7:46 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: RayCastVehicle -> instantiate on ground
- Replies: 6
- Views: 5931
Re: RayCastVehicle -> instantiate on ground
Then I suggest setting it to sleep before the first frame after you instantiate it.
- Wed Feb 15, 2012 4:49 am
- Forum: General Bullet Physics Support and Feedback
- Topic: btBvhTriangleMeshShape jittering
- Replies: 7
- Views: 9233
Re: btBvhTriangleMeshShape jittering
Its unfortunate that it seems unresolved in that thread. Though Issue 27, which Erwin started and marked as fixed might have a small patch. http://code.google.com/p/bullet/issues/detail?id=27 I think it would be best if you recreated your scene using a bullet demo template so that those working on t...
- Tue Feb 14, 2012 6:22 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btBvhTriangleMeshShape jittering
- Replies: 7
- Views: 9233
Re: btBvhTriangleMeshShape jittering
Well that's obnoxious.
Can you implement and use a bullet debug drawer in wireframe?
It might be a precision error(which may be solved by changing bullet to double precision).
Can you implement and use a bullet debug drawer in wireframe?
It might be a precision error(which may be solved by changing bullet to double precision).
- Tue Feb 14, 2012 5:14 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: g-force of a btRigidBody
- Replies: 1
- Views: 2892
Re: g-force of a btRigidBody
Acceleration is a measure of distance per second per second, so you should take 3 sample points and determine the acceleration from that. Look up basic physics videos on how to do that, it's like the inverse of finding the position.
- Mon Feb 13, 2012 6:53 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btBvhTriangleMeshShape jittering
- Replies: 7
- Views: 9233
Re: btBvhTriangleMeshShape jittering
Do you think you could do a recording to show it?
- Mon Feb 13, 2012 5:15 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Question about vehicle physics...
- Replies: 4
- Views: 5852
Re: Question about vehicle physics...
Well, one body would be visible, with some mass. The other would not be visible, with some mass. The current problem is that the inertia is being calculated wrong as it assumes that the mass is evenly distributed, which it is not. That's why you are currently doing a wheelie. So, if you actually cal...
- Mon Feb 13, 2012 3:44 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btBvhTriangleMeshShape jittering
- Replies: 7
- Views: 9233
Re: btBvhTriangleMeshShape jittering
Does it jitter across triangles that are sufficiently large, or between triangles?
- Mon Feb 13, 2012 3:39 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Question about vehicle physics...
- Replies: 4
- Views: 5852
Re: Question about vehicle physics...
You could have a base frame which the wheels are attached to and then have another (non-rendered) body which is attached to it using several nonflexible constraints that has a lot of mass, so you're simulating how it would work with an engine inside.
- Mon Feb 13, 2012 3:36 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: RayCastVehicle -> instantiate on ground
- Replies: 6
- Views: 5931
Re: RayCastVehicle -> instantiate on ground
The problem is if you want to be dynamic and not have the car bounce a bit when the player first steps on it. Such constraints have to simulate to find their equilibrium, if you hardcode such, then every single car you have better be 100% the same in every way. Its not too hard to do this pre-simula...
- Mon Feb 13, 2012 12:31 am
- Forum: General Bullet Physics Support and Feedback
- Topic: RayCastVehicle -> instantiate on ground
- Replies: 6
- Views: 5931
Re: RayCastVehicle -> instantiate on ground
Ah, here's an idea, if you're loading physics and graphics stuff, you could load all of the physics data first, then in another thread, let the world simulate (and let things fall asleep) while you load graphics resources(but don't instantiate new entities while you simulate, that's stupid). That wa...
- Sat Feb 11, 2012 7:13 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Problems with bottleneck
- Replies: 7
- Views: 7067
Re: Problems with bottleneck
have you considered splitting your terrain mesh into paged sections?
- Sat Feb 11, 2012 5:26 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision between btCapsuleShape and btBvhTriangleMeshShape
- Replies: 4
- Views: 5750
Re: Collision between btCapsuleShape and btBvhTriangleMeshSh
That doesn't seem right, Have you checked to ensure that the collision flags are the same between debug and release?
- Fri Feb 10, 2012 4:22 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How to implement grabbing of objects?
- Replies: 7
- Views: 8193
Re: How to implement grabbing of objects?
HPL 1 / 2 use Newton Dynamics, not ODE.
You may be able to glean how they did it from their sources.
https://github.com/FrictionalGames/HPL1Engine
You may be able to glean how they did it from their sources.
https://github.com/FrictionalGames/HPL1Engine
- Fri Feb 10, 2012 1:06 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet development updates
- Replies: 15
- Views: 21009
Re: Bullet development updates
@gokoon: Why did you post that here?
This was an old topic that need not be revived...
This was an old topic that need not be revived...
- Thu Feb 09, 2012 11:18 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Crash when running btParallelConstraintSolver
- Replies: 8
- Views: 9685
Re: Crash when running btParallelConstraintSolver
Great find Ganaboy