Hi guys, I'm working on a simple bowling game, using Ogre as rendering engine and Bullet as physics engine.
I'm at the point to tune all the physical parameters, but how? Where I can find these?
For example:
- Ball friction.
- Ball restitution.
- Ball angular damping.
- Ball linear damping.
- Ball, any other parameters.
- Pins parameters.
- Lane friction.
- Lane restitution.
Thanks.
Physics of bowling
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- Posts: 8
- Joined: Fri Mar 04, 2011 1:19 pm
Re: Physics of bowling
I can understand friction param. but as to those dampings... i have to shrug my shoulders..
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- Posts: 11
- Joined: Wed Jun 22, 2011 3:15 pm
Re: Physics of bowling
Hi,
I'm guessing that you have btRigidbodies created for the balls, pins and the lane?
Check out the btRigidBody::btRigidBodyConstructionInfo structure used in the btRigidBody constructor in...
.\bullet-2.78\bullet-2.78\src\BulletDynamics\Dynamics\btRigidBody.h
cg
I'm guessing that you have btRigidbodies created for the balls, pins and the lane?
Check out the btRigidBody::btRigidBodyConstructionInfo structure used in the btRigidBody constructor in...
.\bullet-2.78\bullet-2.78\src\BulletDynamics\Dynamics\btRigidBody.h
cg
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- Posts: 11
- Joined: Wed Jun 22, 2011 3:15 pm
Re: Physics of bowling
Ball restitution : bounciness of the ball
Ball angular damping : if the ball is spinning while flying in the air, how fast do you want it to slow its spin down over time? range is 0.0 to 1.0 where 0 means it will spin for ever, 1 it wont spin at all.
Ball linear damping : think of it as wind resistance. range is 0.0 to 1.0 where 0 means it will move for ever ( no wind resistance), 1 it wont move at all (full wind resistance)
Ball angular damping : if the ball is spinning while flying in the air, how fast do you want it to slow its spin down over time? range is 0.0 to 1.0 where 0 means it will spin for ever, 1 it wont spin at all.
Ball linear damping : think of it as wind resistance. range is 0.0 to 1.0 where 0 means it will move for ever ( no wind resistance), 1 it wont move at all (full wind resistance)