Search found 43 matches

by khoowaikeong
Fri Sep 14, 2012 8:28 am
Forum: General Bullet Physics Support and Feedback
Topic: avoid deceleration when character is moving uphill
Replies: 1
Views: 3141

Re: avoid deceleration when character is moving uphill

me too, personally i think we are screwed(no quick fix) and might have to use btManifoldPoint to detect the angle of slope and reapply the velocity (or the body position) so it doesn't get stopped. i was planning to use the normal but it only gave me m_normalWorldOnB which i assume i can invert to h...
by khoowaikeong
Fri Sep 14, 2012 8:03 am
Forum: General Bullet Physics Support and Feedback
Topic: Do you know the problem of "stepSimulation"
Replies: 2
Views: 2559

Re: Do you know the problem of "stepSimulation"

i did note that it seem to ignore the step time when it is interpolating the result using it's internal time, but it is rarely a problem, i can create bullet time style effect as long as I don't change the frequency of the step without smoothing it, i am also planning to replace my game engine timer...
by khoowaikeong
Fri Sep 14, 2012 7:56 am
Forum: General Bullet Physics Support and Feedback
Topic: how to sync bullet in online game?
Replies: 2
Views: 3571

how to sync bullet in online game?

is it hard? costly? i setup a state system which allow the rigid bodies to react differently under certain condition (allow walk into wall and such), if the other client hasn't had that trigger updated before bullet does it step, the result will be different, should i then just overwrite the positio...
by khoowaikeong
Thu Sep 06, 2012 2:43 pm
Forum: General Bullet Physics Support and Feedback
Topic: possible to make a "one way" wall...
Replies: 2
Views: 3114

Re: possible to make a "one way" wall...

just an update, i follow the suggest and implemented it by overriding the response function in the dispatcher. it work great. :lol:

thanks for the idea!
by khoowaikeong
Tue Sep 04, 2012 12:15 pm
Forum: General Bullet Physics Support and Feedback
Topic: force bullet to follow our clock.
Replies: 0
Views: 2159

force bullet to follow our clock.

we want to slow the entire game down like bullet time.
but bullet will still react and bounce the bodies in realtime.

result is the fall in slow motion but bounce in real time -.-
how do we go around that?

using stepSimulation(ourFactoredTime) and motionstates.
by khoowaikeong
Wed Aug 29, 2012 3:29 pm
Forum: General Bullet Physics Support and Feedback
Topic: need ideas to 'deflag' my collision object after each tick.
Replies: 0
Views: 2450

need ideas to 'deflag' my collision object after each tick.

i have a flag which is set to true when I detect the object is on ground. i need to set it back to false before the next stepSimulation(), I could keep a copy of all the object pointer in an array and loop it to clear the flag, but I am wondering if i could just get the array from dynamicworld. OR a...
by khoowaikeong
Tue Aug 28, 2012 3:39 am
Forum: General Bullet Physics Support and Feedback
Topic: Contact Info
Replies: 16
Views: 20403

Re: Contact Info

also after calling stepSimulation(); pt.getDistance() < .0f just don't seem to work. it seem the collision bounce the object away so you don't actually get "a hit" even when they HAD hit each other. i end up relaxing the band to pt.getDistance() < 1.0f which then started returning result.....
by khoowaikeong
Tue Aug 28, 2012 2:50 am
Forum: General Bullet Physics Support and Feedback
Topic: Contact Info
Replies: 16
Views: 20403

Re: Contact Info

can anyone tell me how to find the point they intersect?
there is no clear explanation on what these values actually means...
by khoowaikeong
Mon Aug 27, 2012 9:22 am
Forum: General Bullet Physics Support and Feedback
Topic: My character run through the wall in high speed
Replies: 4
Views: 5033

Re: My character run through the wall in high speed

if you can, thicker wall,
if you can't limit the max impulse.

i think bullet support quite a few other tricks to deal with this,
but i better let the expert advice on those advance technique.
by khoowaikeong
Mon Aug 27, 2012 9:17 am
Forum: General Bullet Physics Support and Feedback
Topic: How to draw physics bodies/shapes in OpenGL ES 2.0
Replies: 4
Views: 4983

Re: How to draw physics bodies/shapes in OpenGL ES 2.0

i set debug mode to 1(wireframe) and it only draw the transformation (3 line axis)
how can i make it draw the shape?
by khoowaikeong
Fri Aug 24, 2012 11:04 am
Forum: General Bullet Physics Support and Feedback
Topic: character get suck into ground! in PS3
Replies: 1
Views: 2201

Re: character get suck into ground! in PS3

solve the spike by replacing the default code provided by sony(2.77) with the latest download(2.80) it still doesn't seem completely stable on PS3 with very large surfaces so we will probably have to break our surface abit. however the character can still stick to the wall and get struck, i notice m...
by khoowaikeong
Fri Aug 24, 2012 4:48 am
Forum: General Bullet Physics Support and Feedback
Topic: character get suck into ground! in PS3
Replies: 1
Views: 2201

character get suck into ground! in PS3

it doesn't happen when running the game on PC windows, but when rebind for PS3, the character tend to vibrate on convex surfaces, and will sometime get suck into ground (huge downward LinearVelocity spike), and get embedded into the ground...
:shock:
by khoowaikeong
Wed Aug 22, 2012 4:54 am
Forum: General Bullet Physics Support and Feedback
Topic: my bodies don't move when applying force to them... :\
Replies: 3
Views: 3732

Re: my bodies don't move when applying force to them... :\

ignore that, it was the scale too small. apparently i need to apply a force of 100000 to see anything due to the unit scale we have... :oops:
by khoowaikeong
Wed Aug 22, 2012 3:09 am
Forum: General Bullet Physics Support and Feedback
Topic: bit-sized contribs
Replies: 2
Views: 2601

Re: bit-sized contribs

xakepp35 wrote: I have Pentium I. :lol:
you are kidding me... :shock:
by khoowaikeong
Wed Aug 22, 2012 2:56 am
Forum: General Bullet Physics Support and Feedback
Topic: my bodies don't move when applying force to them... :\
Replies: 3
Views: 3732

Re: my bodies don't move when applying force to them... :\

it react to collision so i don't think it not added correctly, void ColliderUnit::addToScene(ColliderScene* _pColliderScene) { removeFromScene(); if(!_pColliderScene) return; pColliderScene = _pColliderScene; //--------------------------------------------------- pRigidBody = new ColliderRigidBody(ma...