Some questions about Bullet

CIB
Posts: 3
Joined: Fri Dec 04, 2009 10:38 pm

Some questions about Bullet

Post by CIB »

Well, hello. I'm planning to implement a space-ship simulator with all the fancy stuff like artificial gravity, interaction of two spaceships, etc. I would be grateful if I didn't have to implement all the physics details myself, so I'm considering to use bullet. However, from the User Manual, a few things didn't become clear to me:

1. Is it possible to apply custom gravity to different meshes? (they do have the setGravity function, so I guess yes)
2. Is it possible to connect meshes so that they are treated as one mesh, but parts can be separated/destroyed? ODE has something like this called islands.
3. Where can I read more about forces/velocity in bullet? Couldn't find anything about that in the User Manual.
sparkprime
Posts: 508
Joined: Fri May 30, 2008 2:51 am
Location: Ossining, New York

Re: Some questions about Bullet

Post by sparkprime »

1. disable bullet's gravity and apply your own impulses if you have a special gravity model

2. there is a compound mesh shape, you can duplicate this for each new body you spawn and use it to remove elements. usually one would share the compound among all the bodies to save memory but then you won't be able to make changes to invididual bodies

3. forces and velocities are standard physics concepts, just look them up on wikipedia