Search found 96 matches
- Sat Mar 26, 2016 2:07 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: calculateSimulationIslands union/find crash
- Replies: 2
- Views: 3576
Re: calculateSimulationIslands union/find crash
Sorry to reply to an ancient thread, but I have found one of the causes. It might be useful for others. The step to produce is as followed : 1. create RigidBody X , add X to the dynamic world 2. create RigidBody Y , deliberately forget to add Y to the dynamic world 3. create Constraint C , a joint o...
- Thu Mar 24, 2016 12:34 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Scan area for intersecting shapes.
- Replies: 8
- Views: 18974
Re: Scan area for intersecting shapes.
I used btRigidBody & disable collision response :- body->setCollisionFlags( ( body->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK ) | btCollisionObject::CF_NO_CONTACT_RESPONSE ) GhostBody is a bit harder to use (at least for me) and using RigidBody alone is easier for Bull...
- Thu Mar 24, 2016 10:58 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Proper way to keep networked physics states in-sync?
- Replies: 9
- Views: 11980
Re: Proper way to keep networked physics states in-sync?
Is it possible to sync only game logic? Let the server rule all the game logic, and let clients use physic engine only for cosmetic. Even if Bullet can sync the physic engine, sync-ing the whole state of Bullet between 2 computers is too harsh. (more data-flow) I have not found any real-time games t...
- Thu Mar 24, 2016 10:44 am
- Forum: General Bullet Physics Support and Feedback
- Topic: [Solved] Change Collision Mask require re-add Constraint?
- Replies: 2
- Views: 5179
[Solved] Change Collision Mask require re-add Constraint?
A system has 2 rigidbodys r1 and r2 , and a constraint c1 binding r1 and r2 together. It is known that to change collision mask of r1 --> r1 have to be removed and re-add again. In this case, does constraint c1 required to be removed / re-add too? There is a topic on this already, but it is too old ...
- Thu Mar 17, 2016 5:18 am
- Forum: General Bullet Physics Support and Feedback
- Topic: [SOLVED] motion->getWorldTransform->getOrigin lag 1 step?
- Replies: 4
- Views: 5495
Re: motion-> getWorldTransform-> getOrigin() lag by 1 timest
Thank, co2! Your answer clarifies a lot. How do I know whether I grabbed extrapolated transform or the absolute transform from motion ? Is motion always "extrapolated", if so can it be disabled? I guess that bullet's motion extrapolate like that to be convenient for smooth-motion-rendering...
- Wed Mar 16, 2016 10:36 am
- Forum: General Bullet Physics Support and Feedback
- Topic: [SOLVED] motion->getWorldTransform->getOrigin lag 1 step?
- Replies: 4
- Views: 5495
[SOLVED] motion->getWorldTransform->getOrigin lag 1 step?
I want to indirectly control btRigidBody 's position by setting velocity, but the Bullet's function getOrigin seem to lag (delay) by one timestep. Here are pseudo code :- At every time step (just before " stepSimulation ") , I called this old = getPositon(rigidBody); //print to "old&q...