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Latest Bullet Activity

hello.

I found that btStridingMeshInterface is required to create btBvhTriangleMeshShape.

But all I have is as much data as (Width * Height) for btTerrainHeightfieldShape. There is no index information on the data.

Then, I found this post on Forum : viewtopic.php?p=38852&hilit=btTriangleI ... ray#…

4,789 views
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I would highly highly highly recommend Game Code Complete 4! It goes over many many aspects of game engine creation in C++ (Audio, Resource Cache, Rendering, Physics, Input, Scripting and then some). On top of that, it discusses making a game editor in C#. It's the best book I've seen for game engi…

10,205 views

I'm finally getting around to writing some dedicated collision code for my model assets and I've spent a couple of days googling to see what the best way to go about it might be. My takeaway so far, with respect to Bullet in particular, is something along the lines of “all discussion is outdat…

5,422 views

I've never played with an actual physics engine, however If I remember right most physics engines try to move and then correct their position when they find you are passing though something (someone correctly me if I'm wrong on this).
 

Alternatively you can also do the basic sweep sphere algori…

4,466 views
8Observer8
February 20, 2021 11:48 PM
[Example] Falling Textured Cubes. Panda3D Bullet Physics Wrapper. PyQt5 (PySide2) + Bullet + OpenGL

I tried to use PyBullet but it is very complicated and I cannot understand haw to use it with OpenGL. The Panda3D Bullet wrapper is only one way that I found. And there is a very great manual: https://docs.panda3d.org/1.10/python/programming/physics/bullet/index I hope I will not have unresolved pr…

7,837 views
8Observer8
January 29, 2021 03:12 PM
Usage of Ammo.js with TypeScript (Ammo.js is a port of Bullet Physics Engine)

My example shows how to use Ammo.js with TypeScript in Debug and Release modes: hello-ammojs-webgl10-ts

You should install these modules globally:

  • npm i typescript -g
  • npm i browserify -g
  • npm i uglify-js -g

Install all packages from `package.json` using the command: `npm i`

Comment/Uncomment Debug/Release…

10,592 views

I am making a 3D space shooter game using OpenGL and Bullet Physics. I am having a hard time with the 3rd person Camera though. If you take a look at the video above you can see that the camera follows the spaceship rotating on the X axis without a problem and rotating on Z axis also without a prob…

4,806 views

Thank you for the feedback @joej  For now I ended up using PhysX and will follow the suggestion to add user-specific callbacks for performance in the future. Even so, honestly it might be overkill, the number of objects actually interacting with the hulls is rather small, the way it gets resol…

8,878 views
Bullet Debug Visualization

Hi,
I have created a basic debug viewer for Bullet while working on my game engine.
It uses three.js to render debug lines, and communicates to the application (i.e. server) via web socket.

Link: bullet-visualization

Included in the repo is some reference code for creating the server (…

3,852 views
On 2/18/2019 at 6:07 PM, lawnjelly said:

If you are sure you can confirm it is not tunneling (you've tried continuous collision detection, you are sure of your stepping etc), then you will probably need to use detective work as Alberth suggests, I agree with the advice on using sim…

4,880 views

Thank you jbarrios i never thought that thing in this way,  so now I can simply make a box on the units rather than a frustum coming from the camera in accordance to that rectangle. And test collision with that box to select object. That is a nice one. 

Thank you once again. 

I Will try …

2,126 views
bdubreuil
October 02, 2018 03:33 PM
Unit Vision

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First off, here's a video that shows the unit vision in action : 

 

So, what is the unit vision? It's a simple mechanism that notifies a unit when another unit enters its vision field. It also takes into accou…

5,235 views
C++ Game Asteroid
2 hours ago, sidbhati32 said:

Yeah it is. Kind of an assignment or a test

Okay, then. Good luck with your assignment or test! Thread locked.

9,804 views

Actually these function  are Part of btTransform which we pass in btmotionstate function for a shape thank you for your reply I will try to do as you said.

 

2,951 views
On 4/30/2018 at 6:04 AM, hyyou said:

Do you happen to know any Physic Engine that is not bad in such situation?

Newton has a very accurate vehicle simulation that works at 60 Hz, see the demo sandbox: https://github.com/MADEAPPS/newton-dynamics/releases

Initially i use…

5,499 views

Personally I wouldn't recommend doing that. Even if you use a high-end physics system there will be tiny variations in the physics system or model or other properties that won't give a perfect distribution. 

Use a solid math library to compute the proper wheel roll to avoid biases. 

Afte…

2,270 views

In the Draw call, I just render all buffered vertices collected from the dynamics world, at the entry point of Draw, it always reporting empty buffers. I have setup the DXDebugDrawer correctly by deriving from the btIDebugDraw interface and I've made a call to the setDebugDrawer, how come it didn'…

2,134 views
Understanding Constraint Resolution in Physics Engine

Original Post: Limitless Curiosity

Out of various phases of the physics engine. Constraint Resolution was the hardest for me to understand personally. I need to read a lot of different papers and articles to fully understand how constraint resolution works. So I decided to write this article t…

29,022 views

I call on the shatter function and it now has a series of chunks stored, and I can retrieve those to the main physics system. But do I hide the main object and re-construct the fragment pieces into some other brand new game objects or some sort?
Thanks
Jack

1,977 views

Never mind, solved it by switching from broadphase filter to narrowphase filter. Basically the exact same code but I'm using

mDispatcher::setNearCallback
2,368 views

Check out this post, I provided a D3D9 implementation of a debug drawer you could use.

4,049 views

My AI subsystem is completed dragged by the physics with objects with Gimpact proxies.. When you need to calculate stuff like bumps, it is very horrible...It is even worse than using compound vehicle methods...
Thanks
Jack

2,013 views
const float aspect = (float)(m_renderbufferWidth) / (float)(m_renderbufferHeight);
const float fx = 2.0f * ((float)(x) / (float)(m_renderbufferWidth - 1)) - 1.0f;
const float fy = 2.0f * ((float)(y) / (float)(m_renderbufferHeight - 1)) - 1.0f;
const float tangent = tan(y_fov_radians / 2.0f);

last…
8,449 views
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