Search found 168 matches

by Dr.Shepherd
Sun Nov 20, 2011 9:42 am
Forum: General Bullet Physics Support and Feedback
Topic: Collision questions.
Replies: 11
Views: 7557

Re: Collision questions.

Why does getBody0() and getBody1() return a void* as opposed to a btRigidBody? I don't know the reason for sure. If you check the Header file of btPersistentManifold: void* m_body0; void* m_body1; These two pointers are initialized as void pointer, so in the getBody0() and getBody1(), they should r...
by Dr.Shepherd
Sat Nov 19, 2011 10:03 am
Forum: General Bullet Physics Support and Feedback
Topic: Pre-Newbie questions
Replies: 9
Views: 7769

Re: Pre-Newbie questions

Thanks, Karrok and dphil (once again). I'm learning how little I know. It seems I'll either have to buy Visual Studio (I can get an academic version for $129) or use Blender. (The only programming language I know is FORTRAN, so it seems there'll be a steep learning curve for me no matter what.) In ...
by Dr.Shepherd
Thu Nov 17, 2011 9:04 pm
Forum: General Bullet Physics Support and Feedback
Topic: Pre-Newbie questions
Replies: 9
Views: 7769

Re: Pre-Newbie questions

1) Does Bullet Physics do stand-alone 3-D rigid body dynamics simulations, or must I use something like Blender, with Bullet Physics as a plug-in? 2) What's the easiest way to model a thousand or so identical 3D rigid bodies that undergo simple collision and recoil? (Blender has way more capability...
by Dr.Shepherd
Fri Nov 04, 2011 10:57 pm
Forum: General Bullet Physics Support and Feedback
Topic: Can't compile the "hello world"
Replies: 3
Views: 3614

Re: Can't compile the "hello world"

At first, I don't know how this error information coming about. Then, I googled it, and people say this is related with VS2010. You can try adjusting the configuration of your Visual Studio projects, check this: http://social.msdn.microsoft.com/Forums/en-US/vsdebug/thread/f2d31010-dc89-4290-8869-11b...
by Dr.Shepherd
Wed Nov 02, 2011 10:50 am
Forum: General Bullet Physics Support and Feedback
Topic: How to get the rotating velocity for a hingeConstraint
Replies: 6
Views: 5351

Re: How to get the rotating velocity for a hingeConstraint

Just to be more clear for others, because I just figured out the exact detail of it. How to get the world coordinates for the Hinge Rotating axis? If we set up the hinge constraint using: btHingeConstraint(*pBodyA, *pBodyB, pivotA, pivotB, axisA, axisB); So the world coordinate for this rotating axi...
by Dr.Shepherd
Wed Nov 02, 2011 9:44 am
Forum: General Bullet Physics Support and Feedback
Topic: Constraint->setDbgDrawSize(float Size)
Replies: 3
Views: 4865

Re: Constraint->setDbgDrawSize(float Size)

Hi, Thank you for your reply and hints, then I look at the code and suppose the Size means the size of the representation of the constraints. Let's see two examples.

Size=5:
Size=5
Size=5
1.png (14.3 KiB) Viewed 4838 times
Size=10:
Size=10
Size=10
2.png (20.35 KiB) Viewed 4838 times
by Dr.Shepherd
Sun Oct 30, 2011 9:43 am
Forum: Applications, Games, Demos or Movies using Bullet
Topic: CG Final Project using Bullet - source code available
Replies: 25
Views: 36603

Re: CG Final Project using Bullet - source code available

OK, that would be more valuable for you since it is all built from scratch, good job !

Where did you put your code ? So I can bookmark it, =)
by Dr.Shepherd
Sun Oct 30, 2011 9:31 am
Forum: General Bullet Physics Support and Feedback
Topic: Problem with small time steps
Replies: 4
Views: 3696

Re: Problem with small time steps

I ran your demo, and didn't find the odd stuff you described. Anything wrong?
by Dr.Shepherd
Sat Oct 29, 2011 4:20 pm
Forum: General Bullet Physics Support and Feedback
Topic: Constraint->setDbgDrawSize(float Size)
Replies: 3
Views: 4865

Re: Constraint->setDbgDrawSize(float Size)

Just to be more clear What I found, is that, when adding this line, some lines will be visible, such as coordinate of the constraint and the limit. These information helps us get a better understanding of the constraint, for example, if the body hits the limits. when I omit this line, the informatio...
by Dr.Shepherd
Sat Oct 29, 2011 4:15 pm
Forum: General Bullet Physics Support and Feedback
Topic: Constraint->setDbgDrawSize(float Size)
Replies: 3
Views: 4865

Constraint->setDbgDrawSize(float Size)

Could Anyone explain a bit on this function, I searched among the forum and documentation, but didn't find anything.

Thanks for help !
by Dr.Shepherd
Thu Oct 27, 2011 10:42 am
Forum: Applications, Games, Demos or Movies using Bullet
Topic: CG Final Project using Bullet - source code available
Replies: 25
Views: 36603

Re: CG Final Project using Bullet - source code available

Terrifiic Job ! I enjoy your lights at the night.

Are you using Raycast Vehicle Demo combined with Orge ?
by Dr.Shepherd
Mon Oct 24, 2011 8:39 am
Forum: General Bullet Physics Support and Feedback
Topic: How can i place a set of eyes on a softbody cube
Replies: 5
Views: 5449

Re: How can i place a set of eyes on a softbody cube

Ok, after reading your post and looking back previous ones, it makes sense now.

Cheers !
by Dr.Shepherd
Sun Oct 23, 2011 8:37 pm
Forum: General Bullet Physics Support and Feedback
Topic: How can i place a set of eyes on a softbody cube
Replies: 5
Views: 5449

Re: How can i place a set of eyes on a softbody cube

This may be a silly question, and I did googled it.

But what do eyes mean here ?
by Dr.Shepherd
Sat Oct 22, 2011 8:58 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: static object appear at 0,0,0 always
Replies: 1
Views: 3421

Re: static object appear at 0,0,0 always

I suppose you write your own motionstate class: MyMotionState* motionState1 = new MyMotionState( groundTransform1,wall1[k] ); Did you check if it works ? Why not just use btDefaultMotionState: btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform); btRigidBody::btRigidBodyCon...
by Dr.Shepherd
Thu Oct 20, 2011 9:30 pm
Forum: General Bullet Physics Support and Feedback
Topic: stacking 1000 Boxes using BULLET
Replies: 12
Views: 8867

Re: stacking 1000 Boxes using BULLET

If you want to get a comprehensive comparison of current physics engine, check this paper: Well, that paper is from 2007. Bullet has matured a lot and several other notable ones have somewhat dropped off the radar or otherwise stopped development since then. Yeah, that's right, I should point out t...