Search found 127 matches
- 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...
- 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 ...
- 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 ...
- 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...
- Mon Aug 14, 2006 5:00 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Nonlinear effects and vector decomposition.
- Replies: 8
- Views: 11342
- 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 ...
- 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...