Search found 65 matches

by Karrok
Mon Mar 12, 2012 5:04 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet on the cloud?
Replies: 5
Views: 7085

Re: Bullet on the cloud?

Use dead-reckoning to limit network traffic between the server and client :)
by Karrok
Wed Mar 07, 2012 2:08 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet Demo simulation runs slow on Windows
Replies: 4
Views: 3861

Re: Bullet Demo simulation runs slow on Windows

did you build in debug config instead of release perhaps ?
by Karrok
Wed Feb 15, 2012 11:42 am
Forum: General Bullet Physics Support and Feedback
Topic: Bullet development updates
Replies: 15
Views: 20845

Re: Bullet development updates

Well, the issue on documentation is ok to keep bringing up.

But the havoc comment is just totally off-topic.
by Karrok
Mon Feb 06, 2012 10:27 am
Forum: General Bullet Physics Support and Feedback
Topic: bullet 2.79 double precision
Replies: 4
Views: 6982

Re: bullet 2.79 double precision

If you build bullet in double precision you have to make sure that you have:

BT_USE_DOUBLE_PRECISION in your Preprocessor Definitions (project properties -> C/C++ -> preprocessor)
by Karrok
Mon Jan 23, 2012 8:46 am
Forum: General Bullet Physics Support and Feedback
Topic: DebugDrawer, only draw certain meshes?
Replies: 3
Views: 5143

Re: DebugDrawer, only draw certain meshes?

alternatively, if you are bothered by the normals but want to keep the wireframe try the 1st patch in: http://code.google.com/p/bullet/issues/detail?id=559&sort=-id /selfpromotion ;P edit: the 3rd patch also shows bounding boxes for child-shapes in compound shapes, neat for both debugging and de...
by Karrok
Tue Jan 17, 2012 3:26 pm
Forum: General Bullet Physics Support and Feedback
Topic: how to set a collisionshape for a static object?
Replies: 1
Views: 3507

Re: how to set a collisionshape for a static object?

make a collision object and give it the proper shape.. ?

Theres objects with static shapes made in just about every demo.
by Karrok
Tue Jan 17, 2012 10:13 am
Forum: General Bullet Physics Support and Feedback
Topic: game needs realistic RC Car antenna
Replies: 3
Views: 4505

Re: game needs realistic RC Car antenna

Just experiment with the constraint settings and tinker with the demo until you have stuff the way you want it.
by Karrok
Tue Jan 17, 2012 9:32 am
Forum: General Bullet Physics Support and Feedback
Topic: Efficient collision detection for destructible environment
Replies: 3
Views: 9876

Re: Efficient collision detection for destructible environme

btCollisionWorld only does the collision checking. So unless you mean to implement all the collision handling yourself you should just stick with using the Bullet Dynamics Lib for that. If you do have a world where you only require the low level information on collisions, then btCollisionWorld is su...
by Karrok
Tue Jan 17, 2012 9:23 am
Forum: General Bullet Physics Support and Feedback
Topic: Wish to volunteer as debugger
Replies: 3
Views: 4324

Re: Wish to volunteer as debugger

As others stated, just dig your way through the source code.

If you see calculation errors or other bugs just report them to the googlecode ticket system (with solution/patch if able).

There is no group of voluntary debuggers or way to sign up. Both of these are implicit in use of Bullet ;-)
by Karrok
Mon Jan 09, 2012 10:08 am
Forum: Career Opportunities
Topic: About catheter virtualiza​tion
Replies: 1
Views: 34880

Re: About catheter virtualiza​tion

You could perhaps try and emulate it using cylinders with limited height (and radius = catheder radius). Then make a "string" of these cylinders and put the correct joint between them with whatever joint parameters you require (most likely a ball-joint) It would look something like this: c...
by Karrok
Wed Jan 04, 2012 4:20 pm
Forum: General Bullet Physics Support and Feedback
Topic: Bullet and Destruction
Replies: 1
Views: 2803

Re: Bullet and Destruction

I think from 2.78 or 2.79 there are breakable constraints, so let your imagination run wild ;-). There is also a demo on this showing a "log" made of cubes, falling down on another cube and breaking. Using these constraints you can then construct objects as elaborate as you want. One step ...
by Karrok
Wed Jan 04, 2012 2:47 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Simple and Efficient Approximate Convex Decomposition
Replies: 41
Views: 117072

Re: Simple and Efficient Approximate Convex Decomposition

Then the question becomes, where is the above information available from a btCollisionShape, btTriangleMeshShape or btBvhTriangleMeshShape
by Karrok
Tue Jan 03, 2012 3:39 pm
Forum: General Bullet Physics Support and Feedback
Topic: Fixed
Replies: 3
Views: 5614

Re: Making Bullet Meshes Visible

It probably hangs/crashes on

Code: Select all

debugDrawer->setDebugMode(1);
Check how it is used in the demos
by Karrok
Tue Jan 03, 2012 3:29 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: appHACDDemo (and Convex Decomposition tool)
Replies: 21
Views: 111833

Re: appHACDDemo (and Convex Decomposition tool)

Are there any plans to decouple the aquisition of the start shape (wavefront obj etc) and the actual algorithm? And by decoupling I mean, taking a generic btCollisionShape or btBvhTriangleMeshShape and applying the decomposition on it. This would let users determine how they aquire the initial colli...