I am porting the pmove (uses bullet) from Project Aedra over into our project. The pmove solution works a lot better than our kinematic implementation.
Our objects are represented by Rigid Bodies (subclass of btRigidBody) and the world is represented by a btDiscreteDynamicsWorld.
convexSweepTest(&newshape, from, to, newTraceCallback); is used to detect collisions. NewShape is a bounding box. From and to are positions. newTraceCallback never hits (hasHit() always false). The player just ends up falling forever, right through the ground. Any ideas of what could be wrong, or a better way to test collisions?
I am a bullet noob
