Bullet 2.70 is available now, download here, based on SVN Revision r1222.
This deformable bunny vehicle can be steered using K,L,N,M keys.
Important Note: a few minor changes in API
RayResultCallback::addSingleResult and RayResultCallback::hasHit are low-case to conform to coding standard.
Please update your derived classes by a global search for HasHit and AddSingleResult and replace it into hasHit and addSingleResult.
btCollisionWorld::rayTest and btCollisionWorld::convexSweepTest use collision filtering consistent with regular collision detection.
Please assign the collision filter group and mask to the ConvexResultCallback and RayResultCallback structure, before calling rayTest and convexSweepTest.
You can customize the collision filtering for ray/convex test by overriding the 'needsCollision' virtual method in the ConvexResultCallback/RayResultCallback result structures
Some new Features
First version of kinematic character controller (non-rigid body). See Demos/CharacterDemo
Improved soft body collision detection, using convex clusters. Thanks to Nathanael Presson.
Added btMultimaterialTriangleMeshShape, see MultiMaterialDemo
Thanks to Alex Silverman for the contribution
Performance improvements for btDbvhBroadphase, and basic textures/shadow support, thanks to Nathanael Presson
Havok .hkx to COLLADA Physics .dae file conversion, see hkx2dae
I was wondering where the dev team was at with integrating CCD into the main physics loop? I thought I read somewhere that this feature would be out in 2.70?
Digitalghost wrote:Awesome! Keep up the great work!
I was wondering where the dev team was at with integrating CCD into the main physics loop? I thought I read somewhere that this feature would be out in 2.70?
I was just going to ask that. It was mentioned in Issue # 22 of the issue tracker.
Hi, I'm looking for a phisics engine for my team's next project and I'm interested in using Bullet. I had a look at the new character controller and the source says some things are missing:
/* TODO:
* Interact with dynamic objects
* Ride kinematicly animated platforms properly
* More realistic (or maybe just a config option) falling
* -> Should integrate falling velocity manually and use that in stepDown()
* Support jumping
* Support ducking
*/
I would need almost all of those for what I want to do. My question is, how involved would it be to write those missing features on my own? I'm guessing it won't be too easy if they weren't included...