Hi,
as I'm still new to bullet (and this is my first post), wanted to ask some questions and hope somebody help me
1- I use a lot of triangle mesh shapes, I've tried btBvhTriangleMeshShape but it is for static mesh only,what is the method to do a dynamic one?
2- a simple example of multi threaded "world options" as the hello world simply tells methods for only single threaded as written I guess
3- I will apply "some forces,torque" on my rigid bodies, should I do (each time step) :
body->applyCentralForce (force);
body->applyTorque (torque);
or clear the forces each step (before applying new forces)
thanks in advance
some noob questions
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Re: some noob questions
so I guess no one knows :S? at least I want to know the first question answer please as this is critical right now
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- Location: London
Re: some noob questions
For a dynamic mesh you might be best looking at the GImpact shapes / demo.
wrt applying forces - it depends, you shouldn't need to clear them down each frame (bullet should do that), just apply any new forces depending on your control model.
the multithreaded stuff - apart from the MultiThreadedDemo I don't think theres much in the way of other examples.
wrt applying forces - it depends, you shouldn't need to clear them down each frame (bullet should do that), just apply any new forces depending on your control model.
the multithreaded stuff - apart from the MultiThreadedDemo I don't think theres much in the way of other examples.
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- Posts: 15
- Joined: Sun Jun 23, 2013 3:41 am
Re: some noob questions
well thanks a lot for the reply 
this makes much more sense now,as I was searching in the shapes folder only "which wasn't containing the gimpact stuff"
now a single rising question, does gimpact shapes collide with everything? like normal shapes "static and dynamic,kinematic"

this makes much more sense now,as I was searching in the shapes folder only "which wasn't containing the gimpact stuff"
now a single rising question, does gimpact shapes collide with everything? like normal shapes "static and dynamic,kinematic"