Search found 168 matches
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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=10:
Size=5: Size=10:
- 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, =)
Where did you put your code ? So I can bookmark it, =)
- 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?
- 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...
- 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 !
Thanks for help !
- 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 ?
Are you using Raycast Vehicle Demo combined with Orge ?
- 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 !
Cheers !
- 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 ?
But what do eyes mean here ?
- 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...
- 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...