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Bullet 2.70 released: basic kinematic character controller

Posted: Fri Aug 01, 2008 6:53 am
by Erwin Coumans
Bullet 2.70 is available now, download here, based on SVN Revision r1222.

Image
This deformable bunny vehicle can be steered using K,L,N,M keys.

Important Note: a few minor changes in API
  • RayResultCallback::addSingleResult and RayResultCallback::hasHit are low-case to conform to coding standard.
    Please update your derived classes by a global search for HasHit and AddSingleResult and replace it into hasHit and addSingleResult.
  • btCollisionWorld::rayTest and btCollisionWorld::convexSweepTest use collision filtering consistent with regular collision detection.
    Please assign the collision filter group and mask to the ConvexResultCallback and RayResultCallback structure, before calling rayTest and convexSweepTest.
  • You can customize the collision filtering for ray/convex test by overriding the 'needsCollision' virtual method in the ConvexResultCallback/RayResultCallback result structures
Some new Features
  • First version of kinematic character controller (non-rigid body). See Demos/CharacterDemo
  • Improved soft body collision detection, using convex clusters. Thanks to Nathanael Presson.
  • Added btMultimaterialTriangleMeshShape, see MultiMaterialDemo
    Thanks to Alex Silverman for the contribution
  • Performance improvements for btDbvhBroadphase, and basic textures/shadow support, thanks to Nathanael Presson
  • Havok .hkx to COLLADA Physics .dae file conversion, see hkx2dae
  • Various bugfixes, thanks everyone for reporting!
.

Enjoy!
Erwin

Re: Bullet 2.70 released: basic kinematic character controller

Posted: Fri Aug 01, 2008 5:41 pm
by Wavesonics
This is really great news! I'm really looking forward to using 2 bug fix/features related to collision callbacks in this release :)

Do you think we could get an updated Doxygen doc on the site with that hack that works around the Doxygen bug?

That would be exceedingly helpful i think.

Re: Bullet 2.70 released: basic kinematic character controller

Posted: Sun Aug 03, 2008 1:41 am
by Digitalghost
Awesome! Keep up the great work!

I was wondering where the dev team was at with integrating CCD into the main physics loop? I thought I read somewhere that this feature would be out in 2.70?

Re: Bullet 2.70 released: basic kinematic character controller

Posted: Tue Aug 05, 2008 5:38 am
by z8000
Digitalghost wrote:Awesome! Keep up the great work!

I was wondering where the dev team was at with integrating CCD into the main physics loop? I thought I read somewhere that this feature would be out in 2.70?
I was just going to ask that. It was mentioned in Issue # 22 of the issue tracker.

Re: Bullet 2.70 released: basic kinematic character controller

Posted: Tue Aug 05, 2008 4:54 pm
by tintinkeke
great work! :D

Re: Bullet 2.70 released: basic kinematic character controller

Posted: Thu Aug 14, 2008 9:40 pm
by Night Elf
Hi, I'm looking for a phisics engine for my team's next project and I'm interested in using Bullet. I had a look at the new character controller and the source says some things are missing:
/* TODO:
* Interact with dynamic objects
* Ride kinematicly animated platforms properly
* More realistic (or maybe just a config option) falling
* -> Should integrate falling velocity manually and use that in stepDown()
* Support jumping
* Support ducking
*/
I would need almost all of those for what I want to do. My question is, how involved would it be to write those missing features on my own? I'm guessing it won't be too easy if they weren't included...