Hi
I have a btRaycastVehicle with 4 wheels which drives on a btHeightfieldTerrainShape. Sometimes, one or more wheels penetrate the ground and get stuck there. Can I prevent that without modelling the wheels as rigid bodies? I'd like to stick with btRaycastVehicle because it's very simple to use. I've attached a screenshot showing the situation with the debug drawer on.
Also, it seems I have to increase the simulation time step (it's set to 1/240 currently) or else the vehicle drives as if there were a lot of bumps on the terrain, even if it's completely flat. Is that normal?
Thirdly, I've seen some people use btBvhTriangleMeshShape for their terrains, does that have advantages over the heightfield shape?
btRaycastVehicles wheels penetrate btHeightfieldTerrainShape
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btRaycastVehicles wheels penetrate btHeightfieldTerrainShape
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Re: btRaycastVehicles wheels penetrate btHeightfieldTerrainS
I know its a year old thread,
but I am getting the same thing, my cars "bounce" up in the air, as if hitting something (I understand its because the btHeightfieldTerrainShape is an aproximation of the terrain). this is with bullet 2.78.
is there no way to improve the aproximation? or smooth the btHeightfieldTerrainShape?
I'd rather not use the btBvhTriangleMeshShape (huge terrains).
perhaps there is a way to combine these 2? like using the btBvhTriangleMeshShape for the area surrounding the player, and the btHeightfieldTerrainShape for the whole terrain?
speculate please,
thanks
but I am getting the same thing, my cars "bounce" up in the air, as if hitting something (I understand its because the btHeightfieldTerrainShape is an aproximation of the terrain). this is with bullet 2.78.
is there no way to improve the aproximation? or smooth the btHeightfieldTerrainShape?
I'd rather not use the btBvhTriangleMeshShape (huge terrains).
perhaps there is a way to combine these 2? like using the btBvhTriangleMeshShape for the area surrounding the player, and the btHeightfieldTerrainShape for the whole terrain?
speculate please,
thanks