Search found 849 matches

by drleviathan
Thu Apr 28, 2016 12:04 pm
Forum: General Bullet Physics Support and Feedback
Topic: Forum moderators/custodians/janitors?
Replies: 6
Views: 16735

Re: Forum moderators?

I too would like to see spam posts cleaned up faster. benlot is a frequent and helpful participant in these forums and has my support for forum moderator role.
by drleviathan
Wed Apr 27, 2016 6:25 am
Forum: General Bullet Physics Support and Feedback
Topic: Collision Detection
Replies: 3
Views: 4649

Re: Collision Detection

Bullet supports continuous collision detection (CCD). It uses a small sphere to do a sweep between the steps, and then collides the real body. A brief wiki page provides some hints on how to use it.
by drleviathan
Wed Apr 27, 2016 4:54 am
Forum: General Bullet Physics Support and Feedback
Topic: Walkable ship
Replies: 3
Views: 3200

Re: Walkable ship

I'm going to have to eventually solve this same problem. I've given it a little bit of thought but have not yet started. My main idea right now is to run two distinct simulations: one for the "game level" (WorldA) and and one for the vehicle (WorldB). The vehicle body itself would be dynam...
by drleviathan
Tue Mar 22, 2016 4:40 pm
Forum: General Bullet Physics Support and Feedback
Topic: Ice, hockey player
Replies: 4
Views: 4157

Re: Ice, hockey player

Not enough info.

Are you writing a Bullet application in C++ directly or are you using some framework on top of Bullet? If you supply a link to your code, or provide snippets of exactly what you're doing, then it will be more likely that we can answer your questions.
by drleviathan
Mon Mar 21, 2016 3:42 am
Forum: General Bullet Physics Support and Feedback
Topic: Detect slope angle
Replies: 1
Views: 2862

Re: Detect slope angle

There are two ways that I know of to obtain the normal of the surface under the character: (1) After every simulationStep() of the world: scan the ContactManifolds for contact between the character and other objects and harvest the collision normals from the relevant collisions. You can find example...
by drleviathan
Mon Mar 21, 2016 2:21 am
Forum: General Bullet Physics Support and Feedback
Topic: Proper way to keep networked physics states in-sync?
Replies: 9
Views: 11967

Re: Proper way to keep networked physics states in-sync?

If someone is considering using bullet physics for a game with networked physics I'd recommend against it. I think that statement needs qualification. Bullet might not be suitable for the Deterministic Lockstep method for networked physics, but that is only one of three that Glenn Fiedler discusses...
by drleviathan
Sun Mar 20, 2016 4:31 pm
Forum: General Bullet Physics Support and Feedback
Topic: [SOLVED] motion->getWorldTransform->getOrigin lag 1 step?
Replies: 4
Views: 5493

Re: [SOLVED] motion->getWorldTransform->getOrigin lag 1 step

I am wondering: What are you really trying to do? Are you trying to slave a dynamic object to a known constant position? Or are you trying to slave it to a known position that is changing? Does your object really need to be dynamic (is it even dynamic?) or can it be kinematic (moves but does not get...
by drleviathan
Sun Mar 20, 2016 2:25 pm
Forum: General Bullet Physics Support and Feedback
Topic: Proper way to keep networked physics states in-sync?
Replies: 9
Views: 11967

Re: Proper way to keep networked physics states in-sync?

I looked through the code and found some randomization happening in the constraint solver classes, however, as far as I can tell relevant behavior flags are not set by default, so the randomization feature should be bypassed. The constraint solvers are used (I think) to solve the contact points so m...
by drleviathan
Tue Mar 15, 2016 7:00 pm
Forum: General Bullet Physics Support and Feedback
Topic: Proper way to keep networked physics states in-sync?
Replies: 9
Views: 11967

Re: Proper way to keep networked physics states in-sync?

Can you make the Bullet simulation exactly the same server and client? The short answer: no, not for server-client situation where the clients may be running entirely different hardware than the server. The long answer: you should read these articles: http://gafferongames.com/networked-physics/intro...
by drleviathan
Sat Mar 05, 2016 12:55 am
Forum: General Bullet Physics Support and Feedback
Topic: Pulsating bounding boxes
Replies: 1
Views: 3751

Re: Pulsating bounding boxes

It looks like the Aabb is actually the tight bounding box around a spinning local Obb. The implementation of btCylinderShape::getAabb() is as follows: void btCylinderShape::getAabb(const btTransform& t,btVector3& aabbMin,btVector3& aabbMax) const { btTransformAabb(getHalfExtentsWithoutMa...
by drleviathan
Mon Feb 29, 2016 10:42 pm
Forum: General Bullet Physics Support and Feedback
Topic: Tilting Table - kinematic body force exerted on rotation
Replies: 8
Views: 12942

Re: Tilting Table - kinematic body force exerted on rotation

d3x0r, I could probably come up with some snippets that would be helpful but it is not clear to me how the game is supposed to work: The camera view... does it look down from above at a fixed position or does it follow the ball? When tossing a ball around on a real tilt maze there are some frame of ...
by drleviathan
Thu Jan 28, 2016 11:16 pm
Forum: General Bullet Physics Support and Feedback
Topic: Difference between Motion State and World Transform
Replies: 1
Views: 3953

Re: Difference between Motion State and World Transform

btMotionState is a pure virtual class. Hence it defines an API that you must implement for your own derived class. In particular there are two methods to be implemented: virtual void getWorldTransform(btTransform& worldTrans ) const = 0; virtual void setWorldTransform(const btTransform& wor...
by drleviathan
Fri Jan 15, 2016 5:53 am
Forum: General Bullet Physics Support and Feedback
Topic: GPU Rigid-body compound from spheres primitives
Replies: 7
Views: 9405

Re: GPU Rigid-body compound from spheres primitives

There is some experimental GPU acceleration code in Bullet but I have not tried it.
by drleviathan
Tue Jan 12, 2016 5:46 pm
Forum: General Bullet Physics Support and Feedback
Topic: Calculating the inertia for recursive compound shapes
Replies: 3
Views: 4423

Re: Calculating the inertia for recursive compound shapes

I don't think you need to update the transforms of the children of the btCompoundShape when making it a child of another. Instead you just set the transform of the btCompoundShape itself -- Bullet will evaluate the child transforms recursively. I have not tested this, but is how I would expect it to...
by drleviathan
Tue Jan 12, 2016 4:14 am
Forum: General Bullet Physics Support and Feedback
Topic: Some objects stop before ground
Replies: 5
Views: 6920

Re: Some objects stop before ground

More info is required before we could speculate on what the problem is. What are the dimensions of these objects? If your objects are very small I wonder if what you're seeing is the "collision margin" effect. For more info about margins watch this video: Bullet Physics Collision Margins a...