I'm in the early stages of adding bullet to my game engine. As a test, I've created a scene that spawns 20 boxes at random, and let's them drop to the ground. Some of the boxes will end up being created partially inside another box due to the randomness of the size and postion of the boxes as they are created.
I saw in my googling that Bullet handles this, by forcing bodies that are inside one another apart, which I am seeing to a small degree, but many of the bodies seem to "attach" to each other, forming long arm like links of bodies.
Does bullet actually handle intersecting bodies like this, and I'm just doing something wrong, or do I need to make sure bodies are not created inside each other from the get go?
Thanks!
Bodies inside other bodies.
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Re: Bodies inside other bodies.
Well, bullet usually push back when a body get inside another one a little bit as part of its solver but this is really meant for bodies that were initially apart and got intersected via forces and collisions.
I do not think bullet was meant to handle bodies that were initially added intersecting each other.
I do not think bullet was meant to handle bodies that were initially added intersecting each other.
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Re: Bodies inside other bodies.
I see, that would explain why the ones that do stick, are "deeper" inside than the ones that do separate properly. Thanks!zarlox wrote:Well, bullet usually push back when a body get inside another one a little bit as part of its solver but this is really meant for bodies that were initially apart and got intersected via forces and collisions.
I do not think bullet was meant to handle bodies that were initially added intersecting each other.