Search found 229 matches
- Thu Oct 11, 2007 2:24 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: BoxBox collision algo crash in 2.62
- Replies: 9
- Views: 10858
BoxBox collision algo crash in 2.62
Hi, i think this is directly for Erwin. Previously i used version 2.56. Now i upgraded to version 2.62. This problem is there since i upgraded. The defaultConfiguration doesn't register the BoxBox algo. So i do. When now two boxes collide there is an assertion here: ---------------------------------...
- Tue Oct 02, 2007 8:37 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Question: Simulating water
- Replies: 26
- Views: 40587
Re: Question: Simulating water
This surface animation effect could be applied to the ConcaveDemo, or using the btHeightfieldTerrainShape in the VehicleDemo. Erwin Thanks Erwin. Does 'btHeightfieldTerrainShape' recognize when the initial flat mesh gets changed? Or is it needed to force somehow a recalculation of the AABB? Another...
- Sun Sep 30, 2007 1:57 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Question: Simulating water
- Replies: 26
- Views: 40587
Re: Question: Simulating water
Scan through all your game objects, if the bodies pos is below the water pos then apply an impulse to the body - this basic method of applying impulses is also useful for explosion/wind effects etc Won't this make objects jump out of the water instead of floating? Also how can this take into accoun...
- Sun Sep 30, 2007 8:14 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Question: Simulating water
- Replies: 26
- Views: 40587
Question: Simulating water
Hello, i know there is currently no support for water/buoyancy in Bullet. Do you think there is a way to simulate this with the current API? My water is made of a x*y sized triangle mesh. A part of it gets updated each game frame. I want to simulate the effects when bodies fall into the water and ge...