Search found 65 matches
- 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
- 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 ?
- 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.
But the havoc comment is just totally off-topic.
- 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)
BT_USE_DOUBLE_PRECISION in your Preprocessor Definitions (project properties -> C/C++ -> preprocessor)
- 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...
- 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.
Theres objects with static shapes made in just about every demo.
- 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.
- 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...
- 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
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
- Mon Jan 09, 2012 10:08 am
- Forum: Career Opportunities
- Topic: About catheter virtualizaâtion
- Replies: 1
- Views: 34880
Re: About catheter virtualization
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...
- Mon Jan 09, 2012 9:31 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: appHACDDemo (and Convex Decomposition tool)
- Replies: 21
- Views: 111833
Re: appHACDDemo (and Convex Decomposition tool)
Thanks Flix!
- 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 ...
- 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
- 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
Check how it is used in the demos
Code: Select all
debugDrawer->setDebugMode(1);
- 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...