Search found 96 matches

by hyyou
Sat Mar 26, 2016 2:07 pm
Forum: General Bullet Physics Support and Feedback
Topic: calculateSimulationIslands union/find crash
Replies: 2
Views: 3576

Re: calculateSimulationIslands union/find crash

Sorry to reply to an ancient thread, but I have found one of the causes. It might be useful for others. The step to produce is as followed : 1. create RigidBody X , add X to the dynamic world 2. create RigidBody Y , deliberately forget to add Y to the dynamic world 3. create Constraint C , a joint o...
by hyyou
Thu Mar 24, 2016 12:34 pm
Forum: General Bullet Physics Support and Feedback
Topic: Scan area for intersecting shapes.
Replies: 8
Views: 18974

Re: Scan area for intersecting shapes.

I used btRigidBody & disable collision response :- body->setCollisionFlags( ( body->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK ) | btCollisionObject::CF_NO_CONTACT_RESPONSE ) GhostBody is a bit harder to use (at least for me) and using RigidBody alone is easier for Bull...
by hyyou
Thu Mar 24, 2016 10:58 am
Forum: General Bullet Physics Support and Feedback
Topic: Proper way to keep networked physics states in-sync?
Replies: 9
Views: 11980

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

Is it possible to sync only game logic? Let the server rule all the game logic, and let clients use physic engine only for cosmetic. Even if Bullet can sync the physic engine, sync-ing the whole state of Bullet between 2 computers is too harsh. (more data-flow) I have not found any real-time games t...
by hyyou
Thu Mar 24, 2016 10:44 am
Forum: General Bullet Physics Support and Feedback
Topic: [Solved] Change Collision Mask require re-add Constraint?
Replies: 2
Views: 5179

[Solved] Change Collision Mask require re-add Constraint?

A system has 2 rigidbodys r1 and r2 , and a constraint c1 binding r1 and r2 together. It is known that to change collision mask of r1 --> r1 have to be removed and re-add again. In this case, does constraint c1 required to be removed / re-add too? There is a topic on this already, but it is too old ...
by hyyou
Thu Mar 17, 2016 5:18 am
Forum: General Bullet Physics Support and Feedback
Topic: [SOLVED] motion->getWorldTransform->getOrigin lag 1 step?
Replies: 4
Views: 5495

Re: motion-> getWorldTransform-> getOrigin() lag by 1 timest

Thank, co2! Your answer clarifies a lot. How do I know whether I grabbed extrapolated transform or the absolute transform from motion ? Is motion always "extrapolated", if so can it be disabled? I guess that bullet's motion extrapolate like that to be convenient for smooth-motion-rendering...
by hyyou
Wed Mar 16, 2016 10:36 am
Forum: General Bullet Physics Support and Feedback
Topic: [SOLVED] motion->getWorldTransform->getOrigin lag 1 step?
Replies: 4
Views: 5495

[SOLVED] motion->getWorldTransform->getOrigin lag 1 step?

I want to indirectly control btRigidBody 's position by setting velocity, but the Bullet's function getOrigin seem to lag (delay) by one timestep. Here are pseudo code :- At every time step (just before " stepSimulation ") , I called this old = getPositon(rigidBody); //print to "old&q...