Search found 77 matches
- Fri Aug 15, 2014 10:08 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Telling Bullet That Something Happened In The Past
- Replies: 28
- Views: 46808
Re: Telling Bullet That Something Happened In The Past
Multi cores and gpu bullet have some serious draw back atm bullet gpu does not support double precision nor ghostObject and require a a compatible gpu as for multicore well I tried this 2 years ago and it still does the same now https://www.youtube.com/watch?v=svdpP1Z9Ty4&list=UUM_2hzU4_hob3Cd6X...
- Wed Aug 13, 2014 7:25 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Telling Bullet That Something Happened In The Past
- Replies: 28
- Views: 46808
Re: Telling Bullet That Something Happened In The Past
sorry about the formatting the two lines are un related the first one is is just saying that games from EA not using a sensible model does not surprise me because rubber banding and such issues can only happened if the client and the server can in the first place get into an argument about the posit...
- Thu Aug 07, 2014 10:07 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Telling Bullet That Something Happened In The Past
- Replies: 28
- Views: 46808
Re: Telling Bullet That Something Happened In The Past
There is a best practice only any one that is related from close of far to EA will not follow it
i don't think it's a good idea to use this for network but it could be usefull for some effects in-game
i don't think it's a good idea to use this for network but it could be usefull for some effects in-game
- Thu Jan 30, 2014 12:46 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Use shortest path between quaternions
- Replies: 5
- Views: 7811
Re: Use shortest path between quaternions
But now I have a question. Isn't your turrent a physical object, and so you would actually want to align it to fire using torque? For this I use a different method, similar to a steering behaviour. I take the direction vector it is facing, and create two vectors facing slightly left and slightly ri...
- Fri Jan 10, 2014 9:12 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet3 planned features
- Replies: 3
- Views: 5138
Re: Bullet3 planned features
Alright thanks yes i'm using the b3GpuDynamicsWorld of the BasicGpuDemo.
And i'm constantly looking at the b3 repository for updates
And i'm constantly looking at the b3 repository for updates
- Wed Jan 08, 2014 7:03 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet3 planned features
- Replies: 3
- Views: 5138
Bullet3 planned features
Is bullet 3 planned to support double precision?
And currently ghost object crash bullet 3 are they a dropped feature or just not yet implemented?
And currently ghost object crash bullet 3 are they a dropped feature or just not yet implemented?
- Mon Jul 15, 2013 5:39 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet on GPU
- Replies: 129
- Views: 1279792
Re: Bullet on GPU
I'm wondering if there will be a double precision compatible bullet 3 at some point
- Fri Jun 07, 2013 5:27 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Future-proof code
- Replies: 1
- Views: 4184
Re: Future-proof code
I guess switching to the b3 to bullet2 bridge and following the svn is the only option for now
- Sun Nov 18, 2012 7:08 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: multithreading on linux
- Replies: 12
- Views: 10756
Re: multithreading on linux
i get the same issue with multi threaded on windows x64 i can never launch even the x86 built does not run properly on my system.
not counting a previous issue i had when moving a ghost object around when using multi threaded
not counting a previous issue i had when moving a ghost object around when using multi threaded
- Sun Nov 18, 2012 12:40 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Build error for static_cast of btCollisionObject*
- Replies: 6
- Views: 10142
Re: Build error for static_cast of btCollisionObject*
i had to replace it with a const cast in 2.81
- Sat Nov 17, 2012 9:19 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: [SOLVED] Point of gravity, explosions
- Replies: 2
- Views: 3588
Re: Point of gravity, explosions
the should be a such demo
but anyway for now yes you have to write your own code and use apply force to the object around it
but anyway for now yes you have to write your own code and use apply force to the object around it
- Sat Nov 10, 2012 3:46 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet Physics and X64
- Replies: 7
- Views: 11106
Re: Bullet Physics and X64
Is the multi-Threaded version making math with pointers? it's simply crashing when compiled to x64 not mentioning all the issues i have with it in x86 multi-threaded and ghost object
- Fri Nov 09, 2012 6:31 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Visual Studio 2012 issues
- Replies: 8
- Views: 10964
Re: Visual Studio 2012 issues
alright i was using my old 2.79 repository to avoid damaging my 2.81 repository i'm running on in my production project
- Fri Nov 09, 2012 6:28 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet Physics and X64
- Replies: 7
- Views: 11106
Re: Bullet Physics and X64
thank's that was the issue i built only x86 with cmake
- Fri Nov 09, 2012 1:21 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Visual Studio 2012 issues
- Replies: 8
- Views: 10964
Re: Visual Studio 2012 issues
it's almost working now except i get an issue when recompiling bullet collision 2>e:\users\david\downloads\bullet-2.79-rev2440\bullet-2.79\src\linearmath\btAlignedObjectArray.h(304): error C2719: 'CompareFunc' : le paramètre formel avec __declspec(align('16')) ne sera pas aligné 2> E:/Users/David/Do...