Search found 149 matches
- Tue Oct 22, 2013 7:01 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Terrain depth interaction
- Replies: 6
- Views: 7839
Re: Terrain depth interaction
The real performance hit (at least in my case) comes from creating the collision shape of the rigidbody. You would want to do that during scene setup or in a background thread. Adding and removing bodies from the world is a fairly trivial operation.
- Tue Oct 22, 2013 1:04 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Efficient partial soft bodies
- Replies: 1
- Views: 3679
Re: Efficient partial soft bodies
I did a demo once of an anime character with hair and clothing softbodies responding to wind and character translating and animating. I just divided the model into sections where I needed the meshes to be softbodies (eg. the hair and dress made into their own meshes and added as softbodies). Then I ...
- Mon Oct 21, 2013 11:04 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Terrain depth interaction
- Replies: 6
- Views: 7839
Re: Terrain depth interaction
Ok I understand much better now, thank you! Sounds fun! I think the answer is still going to be that outside of bullet you generate meshes using your actual scene geometry modified by your depth texture. So meshes are made during a preprocess and at runtime the texture isn't needed by bullet. The ge...
- Mon Oct 21, 2013 9:34 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Toy vehicles (again)
- Replies: 5
- Views: 13981
Re: Toy vehicles (again)
Your attitude is as bad as your CPU (mostly kidding)CHAOS-THEORY wrote:Tricky trucks physics are more sofisticated then your's and i still cant get in mind that i can't play ur game which seems less CPU hunger. well thanks anyway keep selling CPUs lol
- Mon Oct 21, 2013 9:31 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Terrain depth interaction
- Replies: 6
- Views: 7839
Re: Terrain depth interaction
Do you actually need to use the height information from a texture? Couldn't you simply hand bullet one static mesh (adjusted by your texture), and then render the surface of the snow? Or is there a more complex idea about a physical interaction with the snow ... like slowly sinking to a max depth, o...
- Mon Oct 21, 2013 9:11 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Loads of btRigidBody's gives stackoverflowerror
- Replies: 1
- Views: 3105
Re: Loads of btRigidBody's gives stackoverflowerror
Well there's no default constructor, which is why you can't just allocate them like you are trying with new. There's probably a cleaner way to do this with std containers, which you should look into ... I'm more of a C guy and this is basically what C++ inherited from C. Single dimension of btRigidB...
- Sat Oct 19, 2013 9:36 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet, Ogre and Animations
- Replies: 1
- Views: 3010
Re: Bullet, Ogre and Animations
I think you have to leverage methods in the AnimatedMeshToShapeConverter to blend the verts by the bones. Dig through the class and check the methods ... I don't think it's as simple as an addTime() call every frame. Also I don't think that class is even originally from BtOgre, it's pulled out of Og...
- Wed Oct 16, 2013 3:43 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Getting started
- Replies: 6
- Views: 6447
Re: Getting started
I didn't follow the guide you are using. I simply included the appropriate headers and then linked against the bullet libraries. Simply add bullet's src folder to your include directories. Then include btBulletDynamicsCommon.h. Then link against the libraries you are using (eg. BulletDynamics Bullet...
- Wed Oct 16, 2013 2:58 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Building Bullet libraries
- Replies: 4
- Views: 4760
Re: Building Bullet libraries
Is this relevant to your situation? http://code.google.com/p/bullet/issues/detail?id=670
- Tue Oct 15, 2013 8:17 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Getting started
- Replies: 6
- Views: 6447
Re: Getting started
The AppHelloWorld project does not provide a graphical example. I imagine it runs fine, but you haven't yet realized what it does.
I don't think bullet is difficult to build at all. Are you comparing it to other libraries? Or are you just new to programming?
I don't think bullet is difficult to build at all. Are you comparing it to other libraries? Or are you just new to programming?
- Mon Oct 14, 2013 7:54 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Basic working..
- Replies: 1
- Views: 2570
Re: Basic working..
Just hold onto the pointer to your body (by not letting it go out of scope). So in the example at the bottom of this page: http://bulletphysics.org/mediawiki-1.5.8/index.php/Rigid_Bodies Instead of declaring btRigidBody *rigidBody; locally, make it a global or a class member. Then use the pointer to...
- Mon Oct 14, 2013 5:57 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Getting started
- Replies: 6
- Views: 6447
Re: Getting started
Try setting your startup project as something other than AppHelloWorld. For instance, set App_SoftDemo as the startup project and use the ] key to cycle through demo scenes.
- Mon Oct 14, 2013 5:01 am
- Forum: General Bullet Physics Support and Feedback
- Topic: DirectX 9 with Bullet compile error
- Replies: 1
- Views: 3318
Re: DirectX 9 with Bullet compile error
Use a const_cast ?
- Mon Oct 14, 2013 4:55 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Odd Linking Error
- Replies: 2
- Views: 3197
Re: Odd Linking Error
The first three are in the collision library, while the one giving you link errors is in the dynamics library. You are linking against BulletDynamics, yes? I assume you'd have more link errors if you weren't but that's all I could think.