Search found 127 matches

by SteveBaker
Mon Aug 21, 2006 11:55 pm
Forum: General Bullet Physics Support and Feedback
Topic: Some practical questions about my first actual application.
Replies: 4
Views: 7633

Cool! Thanks for your quick reply...all good stuff. I will add such example that answers question 2+3 in the next release. Hopefully within a few weeks, if time allows. Could you give me a quick hint for each? I'm not averse to experimenting and rummaging around to try things out - but an ounce of e...
by SteveBaker
Mon Aug 21, 2006 11:25 pm
Forum: General Bullet Physics Support and Feedback
Topic: Java physics engines?
Replies: 7
Views: 14914

Generally, Java only comes close to C++ when a large fraction of the execution time is spent in some of the more nicely written heavyweight libraries. Those libraries are frequently written in C or C++ for speed. So measuring the actual performance of raw Java is a somewhat contentious matter. Some ...
by SteveBaker
Mon Aug 21, 2006 10:28 pm
Forum: General Bullet Physics Support and Feedback
Topic: Some practical questions about my first actual application.
Replies: 4
Views: 7633

Some practical questions about my first actual application.

So - I've played with the demo's and built enough infrastructure into my game that I can bring in objects of various kinds and apply impulses to them to kick them around. Boxes, cylinders and spheres bounce around convincingly - and I can replace them with real geometry for the graphics - so that a ...
by SteveBaker
Mon Aug 14, 2006 10:54 pm
Forum: General Bullet Physics Support and Feedback
Topic: Nonlinear effects and vector decomposition.
Replies: 8
Views: 11342

Um - OK. Trouble is that I'm not a physics guru and I think I only understood 50% of the words you used! At any rate - the fix I posted works great. All I understand of the code is that if you do something to one axis of the motion, you'd better do something proportional to the other axis or it's no...
by SteveBaker
Mon Aug 14, 2006 5:00 am
Forum: General Bullet Physics Support and Feedback
Topic: Nonlinear effects and vector decomposition.
Replies: 8
Views: 11342

Well, replacing the existing 'resolveSingleFriction()' function with the code below seems to fix my sliding block problem - and all of the demo programs APPEAR to function identically. What I have changed is to say "If the friction down the first tangent direction had to be clamped - then the f...
by SteveBaker
Mon Aug 14, 2006 1:39 am
Forum: General Bullet Physics Support and Feedback
Topic: Nonlinear effects and vector decomposition.
Replies: 8
Views: 11342

Yeah - that looks plausible. If this is the right place in the code then the nonlinearity appears to be coming from the two sets of GEN_set_min and GEN_set_max calls which appear to be clamping 'total' to within +/- limit but doing so independently along the two axes. So I think it would suffice to ...
by SteveBaker
Sun Aug 13, 2006 5:16 pm
Forum: General Bullet Physics Support and Feedback
Topic: Nonlinear effects and vector decomposition.
Replies: 8
Views: 11342

Nonlinear effects and vector decomposition.

I've talked breifly via email with Erwin over this one - he's been very helpful - but I thought I should probably bring it to the forum for wider comment. I have a really simple system comprising one large cuboid 'world' (500x10x500 units) and a 1x1x1 cube that's sliding along the top surface - prop...