Search found 82 matches

by razer
Fri May 14, 2010 3:31 pm
Forum: General Bullet Physics Support and Feedback
Topic: Where is code that resolves collisions?
Replies: 12
Views: 6353

Re: Where is code that resolves collisions?

I found that line in source code

///solve contact and other joint constraints
solveConstraints(getSolverInfo());


So solveConstraints also solves contacts
by razer
Fri May 14, 2010 10:32 am
Forum: General Bullet Physics Support and Feedback
Topic: A couple of raycast vehicle questions
Replies: 1
Views: 2275

Re: A couple of raycast vehicle questions

It uses springs model and simulate every 1/60 second.
So some time it compress springs to hard and it jumps.

There is no simple remedy if you wish to use vehicle that comes with bullet.

On high speed your car may fly throw ground or wall also.
by razer
Thu May 13, 2010 11:35 pm
Forum: General Bullet Physics Support and Feedback
Topic: Where is code that resolves collisions?
Replies: 12
Views: 6353

Where is code that resolves collisions?

I wish to control directions where rigidBodies go after collision. How do I do that? I have already set btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK flag for some rigidBodies and defined void myContactAddedCallback(btManifoldPoint& cp, const btCollisionObject* colObj0,int partId0,int index0,co...
by razer
Thu May 13, 2010 7:55 pm
Forum: General Bullet Physics Support and Feedback
Topic: javascript port of bullet?
Replies: 6
Views: 7421

Re: javascript port of bullet?

GWT compiles Java to JavaScript. You could probably compile Java bullet port to javascript.

There is JavaScript port of Quake II already made by google

Quake -> Jake (java port) -> gwt compilation with WeGL -> Chrome with WebGL
http://code.google.com/p/quake2-gwt-port/
by razer
Thu May 13, 2010 7:54 pm
Forum: General Bullet Physics Support and Feedback
Topic: VehicleRaycaster and KinematicCharacterController
Replies: 3
Views: 2571

Re: VehicleRaycaster and KinematicCharacterController

There are severals ways described in manual. Groups are simplest way and you can define your own class that will do that. You will have to override btCollisionWorld::ConvexResultCallback or btCollisionWorld::RayResultCallback They are already overridden in btCollisionWorld. You may copy, rename, mod...
by razer
Tue May 11, 2010 6:41 pm
Forum: General Bullet Physics Support and Feedback
Topic: VehicleRaycaster and KinematicCharacterController
Replies: 3
Views: 2571

Re: VehicleRaycaster and KinematicCharacterController

Check bullet manual

Chapter 6 Collision Filtering page 20
by razer
Tue May 11, 2010 6:15 pm
Forum: General Bullet Physics Support and Feedback
Topic: Racing Game, Car Characteristics Out of Control
Replies: 1
Views: 3483

Re: Racing Game, Car Characteristics Out of Control

I have unanswered topic about triangle mesh.
It does not work for me. Try to use convex instead.

Raycast vehicle simulates springs and will jump.
by razer
Mon May 10, 2010 11:40 pm
Forum: General Bullet Physics Support and Feedback
Topic: Hooking collisions
Replies: 1
Views: 2033

Re: Hooking collisions

I have some progress implementing

btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK
by razer
Thu May 06, 2010 11:45 pm
Forum: General Bullet Physics Support and Feedback
Topic: Hooking collisions
Replies: 1
Views: 2033

Hooking collisions

I wish to play sounds when things impacts.

How do I hook it?

I can detect when object velocity changes significantly but I think there must be a better way to do that.

Cheers
by razer
Fri Apr 30, 2010 4:29 pm
Forum: General Bullet Physics Support and Feedback
Topic: How to use user-defined triangle meshes (with inertia)
Replies: 5
Views: 4939

Re: How to use user-defined triangle meshes (with inertia)

You'll find you need to use a btGimpactTriangleMeshShape if you really want moving triangle mesh. Most games simplify triangle meshes, as the decision tree shows. Thank you very much! But I can not find btGimpactTriangleMeshShape in bullet-2.7.4. Do you mean btGimpactMeshShape? I can't find btGimpa...
by razer
Thu Apr 29, 2010 11:16 pm
Forum: General Bullet Physics Support and Feedback
Topic: btGImpactTriangleMeshShape in 2.74
Replies: 0
Views: 1714

btGImpactTriangleMeshShape in 2.74

I have triangle mesh for moving body and I have to use btGImpactTriangleMeshShape but I can't find it.
I use bullet 2.74

Should I use different class?

I was googling and I have not found much information on btGImpactTriangleMeshShape.

Please, advise

Thanks
by razer
Thu Apr 22, 2010 11:05 pm
Forum: General Bullet Physics Support and Feedback
Topic: Low Torque on edge
Replies: 9
Views: 6912

Re: Low Torque on edge

Things that have small mass fall as fast as heavy. In free-falling due to gravity, yes you are correct. But in your case you have to rotate the object in order to fall off the edge of something. It is more difficult to rotate a massive object, not to mention that the moments of inertia go up with t...
by razer
Thu Apr 22, 2010 11:02 pm
Forum: General Bullet Physics Support and Feedback
Topic: Collision checking - fast objects go throw other objects
Replies: 2
Views: 2714

Re: Collision checking - fast objects go throw other objects

Thanks but it will make my object fly 2 time faster only. If I wish to make it really fast then I will have to implement a following hack. When objects will move fast (one step distance larger then 20% of object size) then class implementing btActionInterface will check check collision for next step...
by razer
Thu Apr 22, 2010 4:56 pm
Forum: General Bullet Physics Support and Feedback
Topic: Low Torque on edge
Replies: 9
Views: 6912

Re: Low Torque on edge

Things that have small mass fall as fast as heavy.
I set mass to 1 and there is no difference in bullet as well.
May be size make thing fall slower.
But it is unrealistically slow. when gravity is 10 and I set gravity 20 now.

May be bullet has some tuning or I should change some constant.
by razer
Thu Apr 22, 2010 7:55 am
Forum: General Bullet Physics Support and Feedback
Topic: Collision checking - fast objects go throw other objects
Replies: 2
Views: 2714

Collision checking - fast objects go throw other objects

Is it possible to set some flag to make bullet verify if there is anything between old potion and new position of rigidBody and avoid situation when fast moving body fly throw ground or wall.

Cheers