Search found 149 matches
- Wed Oct 22, 2014 1:11 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Simple question regarding gravity...
- Replies: 2
- Views: 5818
Re: Simple question regarding gravity...
Don't set any damping on your body and then it will simply continue accelerating.
- Sat Oct 18, 2014 1:53 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Mesh modification in real time
- Replies: 4
- Views: 6907
Re: Mesh modification in real time
If you go the voxel route, one example usage which is screenshotted right on the front page is a drill operating on a tooth:
http://www.volumesoffun.com/polyvox-about/
http://www.volumesoffun.com/polyvox-about/
- Thu Oct 16, 2014 7:33 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: xgetbv Illegal Instruction Crash
- Replies: 7
- Views: 10558
Re: xgetbv Illegal Instruction Crash
xgetbv reads the extended control register into two 32 bit registers and is a valid instruction on ia32 hardware. It is not used in 2.x so I assume you are using the latest. The code in LinearMath/btCpuFeatureUtility.h looks like the example code provided by Intel that I've seen in many avx applicat...
- Mon Oct 06, 2014 5:44 am
- Forum: General Bullet Physics Support and Feedback
- Topic: rayTest from multiple threads? Is it safe?
- Replies: 6
- Views: 7680
Re: rayTest from multiple threads? Is it safe?
You cannot be raycasting from one thread while you are stepping the world in another. There is a class called SpuBatchRaycaster which seems to allow a batch of raycasts to be performed across multiple threads, though I have never tested it. It is in a few of the example apps ... search for: #ifdef B...
- Mon Aug 18, 2014 2:11 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Scale Scale Scale (Translating Floats To Real-World Units)
- Replies: 3
- Views: 6203
Re: Scale Scale Scale (Translating Floats To Real-World Unit
Yes 1 unit is whatever you want it to be. I am using 1 unit = 1 meter in rendering and physics and it has worked well. Obviously if you are simulating a microscopic environment, 1unit = 1meter will work out terribly. Likewise simulating a massive universe in that scale would probably not work out ve...
- Mon Aug 18, 2014 2:00 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Bug (or user error?) compiling with G++, SVN bullet
- Replies: 1
- Views: 3144
Re: Bug (or user error?) compiling with G++, SVN bullet
You aren't linking against the bullet libs (LinearMath in this case) and as a result you have undefined references
- Thu Aug 14, 2014 2:34 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Telling Bullet That Something Happened In The Past
- Replies: 28
- Views: 46896
Re: Telling Bullet That Something Happened In The Past
I'm all ears about other methods but saving bandwidth is the #1 priority, all else comes second. *Everything* else is secondary to bandwidth? As in you are willing to incur additional latency to get lower bandwidth? You are willing to do 6 months more work for a 1% decrease in total bandwidth? Each...
- Wed Aug 13, 2014 11:02 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Telling Bullet That Something Happened In The Past
- Replies: 28
- Views: 46896
Re: Telling Bullet That Something Happened In The Past
... as suggested here this is the best practice to again save as much bandwidth as possible: http://gafferongames.com/game-physics/networked-physics/ I don't know if I would go so far as to call rewinding client side physics for networking purposes a best practice. It's an interesting idea, but I'v...
- Mon Aug 11, 2014 7:11 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Access violation while stepping the simulation - Ogre3D
- Replies: 3
- Views: 5195
Re: Access violation while stepping the simulation - Ogre3D
Double check all your allocs / deallocs ... also you could put a break point on that pointer before it got corrupted and see exactly where it is being changed.0xFDFDFDFD : Used by Microsoft's C++ debugging heap to mark "no man's land" guard bytes before and after allocated heap memory
- Wed Aug 06, 2014 11:12 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Telling Bullet That Something Happened In The Past
- Replies: 28
- Views: 46896
Re: Telling Bullet That Something Happened In The Past
I didn't play it, but I remember it being somewhat of a catastrophe according to those who did: http://www.ign.com/articles/2014/03/04/dices-plan-to-fix-battlefield-4s-online-issues Some issues DICE is fixing or investigating include: Rubber banding: Players are randomly flung around the map and yan...
- Tue Aug 05, 2014 11:16 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Telling Bullet That Something Happened In The Past
- Replies: 28
- Views: 46896
Re: Telling Bullet That Something Happened In The Past
I've always felt the Source engine's multiplayer implementation was quite solid. It's server authoritative, and revolves around shifting rendering back in time a small amount so that objects can be interpolated between known positions: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Netw...
- Sat Jul 12, 2014 6:27 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: After a certain time, my body goes asleep can't be awaken
- Replies: 2
- Views: 4100
Re: After a certain time, my body goes asleep can't be awake
Collisions awaken it, or calling btCollisionObject::activate
- Fri Jul 11, 2014 10:14 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Question about the applyforce argument
- Replies: 1
- Views: 3445
Re: Question about the applyforce argument
Applying force/impulse is done in world space. So, for example, if you have a spaceship you need to rotate its thruster impulse as it changes orientation.
- Thu Jul 03, 2014 1:30 am
- Forum: General Bullet Physics Support and Feedback
- Topic: [JBULLET] Axes on BTGeneric6DofConstraint and lock/unlock ?
- Replies: 23
- Views: 22966
Re: [JBULLET] Axes on BTGeneric6DofConstraint and lock/unloc
who CAN figure this out ? I spent the better part of an afternoon before I fully grasped how to set up any of the various constraints in the constraint demo. I spent those few hours isolating constraints and changing their setups to understand what was happening. This wiki page helped: http://bulle...
- Tue Jul 01, 2014 2:01 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: CollisionShapes on animated mesh (skeletal)
- Replies: 3
- Views: 5890
Re: CollisionShapes on animated mesh (skeletal)
Basically, yes. One shape+body per bone. Some bones won't be necessary, like fingers and toes and so on. This is how I've done it. This is how I had seen it done in CryEngine3 before working on my own platform (they do a custom export of bone meshes from 3ds max biped for hit detection, etc).