Search found 95 matches

by DevO
Sat Aug 18, 2007 6:26 pm
Forum: General Bullet Physics Support and Feedback
Topic: GIMPACT v 0.2 Released
Replies: 17
Views: 20981

Hello,

I have also done the same test with Bullet 2.56 ant it still do not work like GIMPACT 0.1.
But the collision looks different now!!!
I think there must be still another problem in new GIMPACT 0.2 integration...
by DevO
Fri Aug 17, 2007 7:23 pm
Forum: General Bullet Physics Support and Feedback
Topic: Problem with concave/concave collision detection
Replies: 6
Views: 7689

Are you using GIMPACT 0.2 ?
May be this is source of my problme with it...

http://continuousphysics.com/Bullet/php ... php?t=1224
by DevO
Fri Aug 10, 2007 1:05 pm
Forum: General Bullet Physics Support and Feedback
Topic: GIMPACT v 0.2 Released
Replies: 17
Views: 20981

Thanks for you reply! Unfortunately commenting out #define BULLET_TRIANGLE_COLLISION 1 does not improve performance significantly. Bigger collision margin will only increase distance between meshes but not prevent inter penetration. I am using integration of Bullet in modeling software to create thi...
by DevO
Mon Jul 09, 2007 4:56 pm
Forum: General Bullet Physics Support and Feedback
Topic: Suggestion for higher precision velocity integration
Replies: 5
Views: 5821

Oh nevermind. It certainly makes the simulation less stable...
Why does this happens?
I am also using you code in my Bullet integration and have not noticed it by now.
by DevO
Sun Jul 08, 2007 10:23 am
Forum: General Bullet Physics Support and Feedback
Topic: AddRigidBody or AddCollisionObject?
Replies: 1
Views: 3610

AddRigidBody will call internally AddCollisionObject but before it will set
collision groups for you.
Just look to the code of AddRigidBody how it works.

So if you want to change collision groups then just call AddCollisionObject with you own parameters.
by DevO
Fri Jun 15, 2007 9:00 pm
Forum: General Bullet Physics Support and Feedback
Topic: stack overflow when compound object collides
Replies: 4
Views: 5168

Well then the problem is solved? Also may be you can look at new GIMPACT 0.2 compound shape. btGImpactCompoundShape * mycompound = new btGImpactCompoundShape(); btTransform localtransform; .... Setting transformation //add shapes with transformation btCollisionShape * subshape = creatingShape(0); my...
by DevO
Fri Jun 15, 2007 6:43 pm
Forum: General Bullet Physics Support and Feedback
Topic: stack overflow when compound object collides
Replies: 4
Views: 5168

Hello,

can this be reproduced in the Bullet demos?

I am also using compound objects in my system too without any problems until now.
by DevO
Fri Jun 15, 2007 6:41 pm
Forum: General Bullet Physics Support and Feedback
Topic: [Bug Report] Issue in btAlignedObjectArray
Replies: 14
Views: 18210

Hello, not sure if this is suitable for you but may be it is better us store just pointers in the btAlignedObjectArray? If the object is created with new then it can be big and scold be not copied at all, after the work it must always be destroyed with delete of course. But yes of course copy constr...
by DevO
Fri Jun 15, 2007 10:13 am
Forum: General Bullet Physics Support and Feedback
Topic: GIMPACT v 0.2 Released
Replies: 17
Views: 20981

Hi, thank you very much!!! I have tested it a bit in my system and it works well. The only problem was Margin, it is set by default to 0.1 but in my system most object are 1.0 sized so this was too much. After adding this to btGImpactMeshShape all problems seems to be solved. virtual void setMargin(...
by DevO
Wed Jun 13, 2007 4:31 pm
Forum: General Bullet Physics Support and Feedback
Topic: Exact Inertia for non-convex and compound shapes.
Replies: 2
Views: 3752

Hi, so you are using something like this on melax site? http://www.melax.com/volint.html There is also 3x3 Matrix Diagonalization may be something like this could be used? http://www.melax.com/diag.html I have done some test with it and got on alway good results, may be I used it in wrong way, not s...
by DevO
Wed Jun 13, 2007 10:20 am
Forum: General Bullet Physics Support and Feedback
Topic: Exact Inertia for non-convex and compound shapes.
Replies: 2
Views: 3752

Exact Inertia for non-convex and compound shapes.

Well Bullet uses now simple diagonal(vector) bounding box inertia for meshes and compound shape. Unfortunately simulation with this approximation looks not alway plausible. There is known way to calculate exact inertia for closed polygonal meshes and compound shapes, so I wanted to use it. But the r...
by DevO
Tue Jun 12, 2007 10:15 pm
Forum: General Bullet Physics Support and Feedback
Topic: GIMPACT vs Convex Collision performance problem.
Replies: 5
Views: 6906

Thanks, all this sound very well!!!

I hope too this will be release soon!!!

Until some small problems this is (was) the most problem in my Bullet integration.
by DevO
Fri Jun 08, 2007 12:18 pm
Forum: General Bullet Physics Support and Feedback
Topic: GIMPACT vs Convex Collision performance problem.
Replies: 5
Views: 6906

Nobody, any idea???
by DevO
Sun Jun 03, 2007 3:08 pm
Forum: General Bullet Physics Support and Feedback
Topic: GIMPACT vs Convex Collision performance problem.
Replies: 5
Views: 6906

GIMPACT vs Convex Collision performance problem.

I am using now GIMPACTBullet connection. GIMPACT vs GIMPACT is really fast. But I and have noticed that collision of GIMPACT with simple Bullet convex shape like Box can be really slow. If btIDebugDraw::DBG_DrawWireframe is enabled the whole GIMPACT mesh will be yellow indicates that all triangles w...
by DevO
Fri Jun 01, 2007 10:03 am
Forum: General Bullet Physics Support and Feedback
Topic: [Bullet 2.50b0] removeRigidBody & btAxisSweep3 bug
Replies: 10
Views: 8694

Thanks you for for solving this problem Erwin!