Search found 84 matches
- Tue Nov 27, 2012 8:31 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Strange behaviour of long rotating bodies
- Replies: 10
- Views: 11950
Re: Strange behaviour of long rotating bodies
What's your gravity value? If it's around 10, then your objects are absolutely massive - unlike anything you've seen in reality... It is 15, but no matter to what value I set the gravity, bodies still behave the same, except for the fact then everything moves slower of course. I also tried changing...
- Mon Nov 26, 2012 2:54 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Strange behaviour of long rotating bodies
- Replies: 10
- Views: 11950
Re: Strange behaviour of long rotating bodies
What's your gravity value? If it's around 10, then your objects are absolutely massive - unlike anything you've seen in reality...Adam27 wrote:Diameter is 0.5, height is 8. The shorter the cylinders (or capsules, I've tested them as well) are, the less the effect is visible.
- Fri Nov 23, 2012 3:05 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Strange behaviour of long rotating bodies
- Replies: 10
- Views: 11950
Re: Strange behaviour of long rotating bodies
There are two things I think: 1. It's quite usual to drop one of the terms from the integration of rotational motion, because it helps with numerical stability. Without checking, I don't know if Bullet does this. As a result angular velocity gets conserved, but not necessarily angular momentum, and ...
- Mon Nov 19, 2012 6:19 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Flight Simulator using Bullet
- Replies: 8
- Views: 19923
Re: Flight Simulator using Bullet
As an update to this, it's now available on iOS as well as Android - more info and links to iTunes/Google Play here:
http://www.rowlhouse.co.uk/PicaSim
Thanks Bullet
http://www.rowlhouse.co.uk/PicaSim
Thanks Bullet
- Wed Nov 07, 2012 3:07 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Articulated systems & indep. generalized coordinates
- Replies: 6
- Views: 8929
Re: Articulated systems & indep. generalized coordinates
Danny - thanks for the speedy reply but I am not sure I understand you correctly: are you saying that PhysX enforces articulation/joint constraints using independent set of coors? I'm saying you should look up the documentation and have a look at the api for what PhysX call Articulations, as it may...
- Sat Nov 03, 2012 1:24 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Articulated systems & indep. generalized coordinates
- Replies: 6
- Views: 8929
Re: Articulated systems & indep. generalized coordinates
PhysX 3 contains articulations, which you should look at. They work very well...
- Sun Aug 19, 2012 12:10 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Learning Pets. Bullet powered Genetics Algorithms.
- Replies: 2
- Views: 8149
Re: Learning Pets. Bullet powered Genetics Algorithms.
I don't have an iThing, but it looks great - nicely polished
- Tue Jul 31, 2012 8:49 am
- Forum: General Bullet Physics Support and Feedback
- Topic: get list of collision pairs
- Replies: 4
- Views: 5833
- Mon Jul 23, 2012 5:01 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Flight Simulator using Bullet
- Replies: 8
- Views: 19923
Re: Flight Simulator using Bullet
Thanks. I'm quite happy to share the aerodynamics/simulation code with anyone (actually, it's really just a tidied up version of the aero code in my earlier Slope Soaring Simulator which is completely open source). Just email! I'm not sure about the whole codebase though... I'm about to add online l...
- Thu May 17, 2012 11:11 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Flight Simulator using Bullet
- Replies: 8
- Views: 19923
Flight Simulator using Bullet
A few days ago I released my Android (and iOS soon) app which is a free flight simulator for radio-control planes: https://play.google.com/store/apps/details?id=com.rowlhouse.picasim All the flight dynamics is home grown, but it uses Bullet for the rigid body simulation - so far it's worked very wel...
- Fri May 04, 2012 2:04 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btKinematicCharacterController fundamentally broken?
- Replies: 10
- Views: 13144
Re: btKinematicCharacterController fundamentally broken?
Dennis Gustafsson made an interesting, slightly (but not hugely!) relevant, post recently:
http://tuxedolabs.blogspot.co.uk/2012/0 ... jumps.html
http://tuxedolabs.blogspot.co.uk/2012/0 ... jumps.html
- Fri Mar 30, 2012 3:30 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Memory leaking in Visual Studio 11
- Replies: 3
- Views: 4229
Re: Memory leaking in Visual Studio 11
I found something similar (and posted about it too) - it was due to the profiling code. When I disabled that the leaks stopped. I didn't investigate properly though.
- Thu Dec 22, 2011 9:46 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Memory Leak from Linking
- Replies: 10
- Views: 11178
Re: Memory Leak from Linking
10 seconds later (well, perhaps 20):
Some hunch made me turn off profiling (#define BT_NO_PROFILE 1 in btQuickprof.h) and that got read of this leak.
Some hunch made me turn off profiling (#define BT_NO_PROFILE 1 in btQuickprof.h) and that got read of this leak.
- Thu Dec 22, 2011 9:43 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Memory Leak from Linking
- Replies: 10
- Views: 11178
Re: Memory Leak from Linking
I'm getting this too with 2.79. If I do: mGliderGame->mCollisionConfiguration = new btDefaultCollisionConfiguration(); mGliderGame->mDispatcher = new btCollisionDispatcher(mGliderGame->mCollisionConfiguration); mGliderGame->mOverlappingPairCache = new btDbvtBroadphase(); mGliderGame->mSolver = new b...
- Wed May 18, 2011 12:08 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Objects feel "floaty"
- Replies: 4
- Views: 5871
Re: Objects feel "floaty"
The reason why physics tech demos tend to feel "floaty" is that they use objects that are much bigger than you'd find in real life. The kind of real objects one is used to see falling (coffee cups, for example) around are typically only a few cm up to maybe 30cm in size. However, physics e...