First of all apologize my easy questions. I am just beginning to learn the bullet engine, and hope this is the right forum to post such questions.
I am writing a game with a spaceship, which will fly on planets without air pressure. Thus, the accelleration is linear. The ship starts to accelerate when the user presses a key and stops when the maximum is reached.
How can I simulate this in bullet?
I can build up the btRigidBody for the ship. But which subclass of btCollisionShape will I need to store the vertices in?
Then, how do I accelerate? I found a function "void applyForce (const btVector3 &force, const btVector3 &rel_pos)".
- Is this the best function? Or do you know a better function?
- How often do I need to call it? Only once when the acceleration starts, and then once the acceleration shall be stopped?
- What is meant with the parameters? I mean: Why is one parameter not enough? What is rel_pos needed for?
Thanks for your answers on advance

Greets,
Lo