Search found 43 matches
- 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...
- 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...
- 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...
- 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.
thanks for the idea!
thanks for the idea!
- 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.
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.
- 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...
- 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.....
- 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...
there is no clear explanation on what these values actually means...
- 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.
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.
- 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?
how can i make it draw the shape?
- 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...
- 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...
- 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...
- 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
you are kidding me...xakepp35 wrote: I have Pentium I.
- 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...