Search found 145 matches
- 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...
- 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...
- 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...
- 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'...
- 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?
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 filesso what am i wrong or should i link more things?
Gary (-;
- 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 ...
- 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 (-;
Gary (-;
- Fri Sep 26, 2008 4:45 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: how to synchronize physics over network
- Replies: 1
- Views: 3465
Re: how to synchronize physics over network
Gaffer of "Fix your timestep" fame also had an article about this:
http://www.gaffer.org/game-physics/networked-physics
Gary (-;
http://www.gaffer.org/game-physics/networked-physics
Gary (-;
- 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...
- 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.)...
- 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...
- 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...
- Mon Sep 22, 2008 4:09 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Ogre and Bullet (No OgreBullet)
- Replies: 12
- Views: 9824
- Thu Sep 18, 2008 12:54 am
- Forum: General Bullet Physics Support and Feedback
- Topic: How to receive notification on collisions
- Replies: 2
- Views: 3294
- 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...