Search found 145 matches

by chunky
Fri Oct 17, 2008 10:19 pm
Forum: General Bullet Physics Support and Feedback
Topic: Getting non interpolated transformations
Replies: 2
Views: 3226

Re: Getting non interpolated transformations

Of course. To get the transform of a body, just do btTransform t = mRigidBody->getWorldTransform(). Bullet does interpolation, but all the interpolation happens through motionstates . In short: 1) To get the interpolated stuff, use a motionstate 2) To get non-interpolated stuff, query the body direc...
by chunky
Fri Oct 17, 2008 6:00 pm
Forum: General Bullet Physics Support and Feedback
Topic: Request: Highest warning level and warning is error
Replies: 9
Views: 11959

Re: Request: Highest warning level and warning is error

I still maintain that it's impossible to *guarantee* warning-free-ness. What happens when the new GCC comes out with a warning that it didn't previously have? The B ullet version released the day before [with -Wall -Werror] will now refuse to compile despite everyone's best efforts and good faith th...
by chunky
Thu Oct 16, 2008 12:29 am
Forum: General Bullet Physics Support and Feedback
Topic: Request: Highest warning level and warning is error
Replies: 9
Views: 11959

Re: Request: Highest warning level and warning is error

I used to feel the same way [-Wall -Werror], right up until the moment I switched compiler version: all my old code started throwing warnings where it hadn't before, which caused compilation errors, and I started getting emails from random people saying my code was busted. I do concur that code shou...
by chunky
Mon Oct 13, 2008 3:54 am
Forum: General Bullet Physics Support and Feedback
Topic: some questions: falling objects
Replies: 8
Views: 9573

Re: some questions: falling objects

1) The box seems to fall really slowly, and always at the same speed, independently of the mass. I'm guessing vacuum? If so, how can I change this? First guess, you have damping and it's falling at it's terminal velocity. If not that, could you provide actual numbers? How big and heavy is it? What'...
by chunky
Thu Oct 09, 2008 3:52 am
Forum: General Bullet Physics Support and Feedback
Topic: How do i link bullet in Codeblocks to run the demos?
Replies: 5
Views: 4644

Re: How do i link bullet in Codeblocks to run the demos?

so what am i wrong or should i link more things?
When you built the library, some of the .cpp files weren't compiled and added to it. Make sure that however you're building bullet, that you include all .cpp files

Gary (-;
by chunky
Mon Oct 06, 2008 9:23 pm
Forum: Physics authoring tools, serialization, standards and related topics
Topic: Buoyancy?
Replies: 3
Views: 7400

Re: Buoyancy?

Buoyancy implies fluids... I implemented something with buoyancy in ODE/Torque a long time ago, and I'd be interested to see how you decide how deep you are in a liquid or similar - my understanding is that right now, bullet doesn't implement anything that would behave as a fluid in which an object ...
by chunky
Sun Oct 05, 2008 11:16 pm
Forum: General Bullet Physics Support and Feedback
Topic: How do i link bullet in Codeblocks to run the demos?
Replies: 5
Views: 4644

Re: How do i link bullet in Codeblocks to run the demos?

I haven't tried it personally, but bullet comes with cmakefiles, and I think cmake can drop code::blocks projects. That's probably your easiest bet

Gary (-;
by chunky
Mon Sep 22, 2008 7:03 pm
Forum: General Bullet Physics Support and Feedback
Topic: Ogre and Bullet (No OgreBullet)
Replies: 12
Views: 9824

Re: Ogre and Bullet (No OgreBullet)

If you're running into load time problems, then build the large trimesh and serialize it to disk [the function calls to do it elude me, but they do exist already I believe]. Those functions are actually listed on the wiki pages. Specifically on one of the pages that I linked. The idea is that you b...
by chunky
Mon Sep 22, 2008 6:11 pm
Forum: General Bullet Physics Support and Feedback
Topic: Problem When Increasing Gravity
Replies: 25
Views: 17161

Re: Problem When Increasing Gravity

1.) stepSimulation(dt, 0) will solve moon-like slow downs, if not your computer is simply too slow. I would urge you not to use this, and instead stick with erwin's suggestion of stepSimulation(dt, 100, btScalar(1.0)/btScalar(240.0)) m_dynamicsWorld->stepSimulation(ms / 1000000.f, 10 , btScalar(1.)...
by chunky
Mon Sep 22, 2008 6:02 pm
Forum: General Bullet Physics Support and Feedback
Topic: Ogre and Bullet (No OgreBullet)
Replies: 12
Views: 9824

Re: Ogre and Bullet (No OgreBullet)

A triangle mesh is what you described yourself using as your terrain; a big bunch of triangles joined together into a big ol' mesh. There's a description on the wiki There's also a code snippet showing how to build one on the wiki The gravity in my game works but I can't walk or stand on the terrain...
by chunky
Mon Sep 22, 2008 4:33 pm
Forum: General Bullet Physics Support and Feedback
Topic: Ogre and Bullet (No OgreBullet)
Replies: 12
Views: 9824

Re: Ogre and Bullet (No OgreBullet)

(If the player moves it just creates the triangle....not when the game is started to reduce long waiting times.) Premature optimization is the root of all evil. Just build a trimesh, to try it. If you're running into load time problems, then build the large trimesh and serialize it to disk [the fun...
by chunky
Mon Sep 22, 2008 4:09 am
Forum: General Bullet Physics Support and Feedback
Topic: Ogre and Bullet (No OgreBullet)
Replies: 12
Views: 9824

Re: Ogre and Bullet (No OgreBullet)

With a concrete example on the wiki here

Gary (-;
by chunky
Sun Sep 14, 2008 5:49 pm
Forum: General Bullet Physics Support and Feedback
Topic: Hello World Introduction to Bullet
Replies: 6
Views: 14180

Re: Hello World Introduction to Bullet

Dropping a ball that's 2cm wide from one meter high is like saying you're dropping a ball fifty times its own width from the ground Could you please explain what does that mean? Well, it's a question of perception. If you look at the big ball on-screen, it drops really fast because 1) It doesn't ac...