Search found 149 matches

by MaxDZ8
Wed Dec 19, 2012 9:49 am
Forum: General Bullet Physics Support and Feedback
Topic: Help me with contactTest
Replies: 2
Views: 3518

Re: Help me with contactTest

An update for anyone which might be having similar issues in the future. It turns out that the bug was in the export process for this specific asset. Because of the way the collision shape was generated, it would happen to be rotated 90 degrees. This obviously produced different results and since my...
by MaxDZ8
Wed Dec 05, 2012 11:38 am
Forum: General Bullet Physics Support and Feedback
Topic: Help me with contactTest
Replies: 2
Views: 3518

Re: Help me with contactTest

After quite some grief, I've isolated the data involved in the previous tests to a minimal example. Here is some output. --Redacted-- See update note. So far, it was my understanding btManifoldPoint was basically a "touch" vector from point A to point B, with distance being positive (A-->B...
by MaxDZ8
Wed Dec 05, 2012 11:23 am
Forum: General Bullet Physics Support and Feedback
Topic: How can I create an arbitrary collision shape?
Replies: 2
Views: 4088

Re: How can I create an arbitrary collision shape?

There's no API to do this but the SDK contains a few examples.
  • Your first choice is to look at maya to produce a .bullet file and load it up. See Bullet/Demos/SerializeDemo.
  • OBJ parsing, see Bullet/Demos/ConvexDecompositionDemo. That's a bit crude in my opinion but it works.
by MaxDZ8
Fri Nov 30, 2012 10:49 am
Forum: General Bullet Physics Support and Feedback
Topic: Help me with contactTest
Replies: 2
Views: 3518

Help me with contactTest

I am still using 2.78. In my game, I have an object which spawns other entities. Those spawned entities are kinematic actors. Because I don't want to decouple their graphics from their physics too much and I don't want them to just pop out. I've set up my "spawner" mesh to provide a "...
by MaxDZ8
Wed Nov 28, 2012 10:15 am
Forum: General Bullet Physics Support and Feedback
Topic: Detecting "top" collisions.
Replies: 1
Views: 2284

Re: Detecting "top" collisions.

If the "top" is everything above the center of mass, manifolds can give out points on both objects, in world space. So, if we have our point and the centre of mass (which you can get with relative ease) then we can figure out if an object is "on top" of another by dotting the dis...
by MaxDZ8
Wed Nov 28, 2012 10:11 am
Forum: General Bullet Physics Support and Feedback
Topic: First person camera implementation
Replies: 1
Views: 2387

Re: First person camera implementation

You don't. Attach it to a physics object such as player's avatar.
Modelling your camera as a physic object has plenty of opportunities to bug, I even read about a game in which it somehow ended having health and thus being killed by area attacks. Just don't.
by MaxDZ8
Fri Nov 23, 2012 1:25 pm
Forum: General Bullet Physics Support and Feedback
Topic: occasional jitter of dynamic object
Replies: 10
Views: 10403

Re: occasional jitter of dynamic object

I am investigating a similar problem right now. My current speculation is the ground they slide on might have small imperfections, thus causing them to hang on those. I'll hopefully be able to fix this in a couple of days, maybe the solution will give you some ideas. Do you have this issue when on g...
by MaxDZ8
Thu Nov 15, 2012 1:36 pm
Forum: General Bullet Physics Support and Feedback
Topic: [SOLVED] Memory management, new and delete
Replies: 4
Views: 4494

Re: Memory management, new and delete

Where can I find information about memory management, and keeping references for bullet? The rule is simple: if you new something, you must delete it. Everything that is allocated in bullet is freed by bullet. In other terms, you own resources you allocate. That's it. It's in the manual. I noticed ...
by MaxDZ8
Thu Nov 15, 2012 1:24 pm
Forum: General Bullet Physics Support and Feedback
Topic: Trying to import a .bullet file and use with ninevehgl
Replies: 1
Views: 2396

Re: Trying to import a .bullet file and use with ninevehgl

I'm stuck there and can't find docs explaining how to actually display it on the screen. You don't really. Ok, we want to display it for debugging purposes I guess. You can find what you need in pretty much every bullet SDK demo. Everything revolves around implementing btIDebugDraw. You then pass t...
by MaxDZ8
Thu Nov 15, 2012 1:11 pm
Forum: General Bullet Physics Support and Feedback
Topic: how do implement a collision shape that constantly change?
Replies: 3
Views: 4772

Re: how do implement a collision shape that constantly chang

Sorry, I have no real data for this case.
I'm replying so I get notifications as I'm interested as well.
by MaxDZ8
Tue Nov 13, 2012 6:24 pm
Forum: General Bullet Physics Support and Feedback
Topic: Model loading demo requested
Replies: 3
Views: 3313

Re: Model loading demo requested

I mean, what model format . Obj, collada, ASE, md3... Problem is, the model must either be rigid or be built by as an assembly of rigid bodies. Models, especially when kinematic, are often very simplified. Sometimes, the collision geometry does not look like the graphical model (see fig. 23-9 ). My ...
by MaxDZ8
Tue Nov 13, 2012 8:27 am
Forum: General Bullet Physics Support and Feedback
Topic: Calculating collision shape from a .obj model
Replies: 2
Views: 4771

Re: Calculating collision shape from a .obj model

Without seeing the model it's hard to tell whatever a convex hull will be sufficient. I'm fairly sure there's an obj->bullet serialization example in the 2.78 SDK (and probably in all others). It produces a polysoup so you're strongly encouraged in using a lower-detail LOD for the model. Of course t...
by MaxDZ8
Tue Nov 13, 2012 8:19 am
Forum: General Bullet Physics Support and Feedback
Topic: .bullet import question
Replies: 1
Views: 2466

Re: .bullet import question

Read the manual. You can pull out this exact variable by calling btCollisionWorld::getCollisionObjectArray().
by MaxDZ8
Tue Nov 13, 2012 8:13 am
Forum: General Bullet Physics Support and Feedback
Topic: Serialization of btRigidBody
Replies: 2
Views: 2756

Re: Serialization of btRigidBody

We are wondering if this is a know bug? Or maybe we don't use the correct way to deserialize the buffer we got from the serialization? Why didn't you choose a symetric way of saving / loading data? I also wonder why. The serialization looks symmetric to me, it's just incomplete. For example, in 2.7...
by MaxDZ8
Tue Nov 13, 2012 8:06 am
Forum: General Bullet Physics Support and Feedback
Topic: Model loading demo requested
Replies: 3
Views: 3313

Re: Model loading demo requested

There are a few code snippets ready to go in the Bullet SDK. Personally I believe they're a bit crude but sure they're much better than nothing.
There's a demo regarding loading a BSP world and a world is technically a model... what model are you looking for in particular?