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...
Search found 95 matches
- Sat Aug 18, 2007 6:26 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: GIMPACT v 0.2 Released
- Replies: 17
- Views: 20981
- 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
May be this is source of my problme with it...
http://continuousphysics.com/Bullet/php ... php?t=1224
- 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...
- 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
- Sun Jul 08, 2007 10:23 am
- Forum: General Bullet Physics Support and Feedback
- Topic: AddRigidBody or AddCollisionObject?
- Replies: 1
- Views: 3610
- 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...
- 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
- 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...
- 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(...
- 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...
- 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...
- 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
- 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
- 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...
- 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