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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#…
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…
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…
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…
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…
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…
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…
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…
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 (…
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 s…
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 …
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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 acc…
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 u…
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…
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'…
Its like S4 League
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…
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
Never mind, solved it by switching from broadphase filter to narrowphase filter. Basically the exact same code but I'm using
mDispatcher::setNearCallback
Check out this post, I provided a D3D9 implementation of a debug drawer you could use.
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
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…