1
vote
2answers
74 views

Jump without bouncing in physics engine

I am using Ogre3D as my rendering API, and OgreBullet as my physics engine. I have an test entity that when the y part of the velocity is 0 and spacebar is pressed, the velocity changes to, lets say: ...
1
vote
2answers
128 views

How to correctly create bullet rigid from custom .mesh in Ogre?

Being new to 3d programming and bullet physics in particular, I am wondering how a 3d model or the mesh generated out of it effects the accuracy of bullet physics simulation. I have written a ...
2
votes
0answers
143 views

Inverse Dynamics How to

I have some motion capture data (kinect) that records all body joints (32fps) and I want to take particular positions (for example when a person moves both of his hands up in the sky in celebration ...
2
votes
2answers
274 views

How to account for speed of the vehicle when shooting shells from it?

I'm developing a simple 3D ship game using libgdx and bullet. When a user taps the mouse I create a new shell object and send it in the direction of the mouse click. However, if the user has tapped ...
2
votes
2answers
272 views

What is the best way to check if there is overlap between player and static, non-collidable items in bullet physic engine

I'd like to add non collidable objects (eg: power ups, items, ...) in a game world using Bullet Physics Engine and to know if there is collision between player and them. Some info : there is a lot ...
1
vote
1answer
196 views

Rotating a cube using jBullet collisions

How would one go about rotating/flipping a cube with the physics of jBullet? Here is my Draw method for my cube object: public void Draw() { // center point posX, posY, posZ float ...
7
votes
3answers
807 views

Physics not synchronizing correctly over the network when using Bullet

I'm trying to implement a client/server physics system using Bullet however I'm having problems getting things to sync up. I've implemented a custom motion state which reads and writes the transform ...
1
vote
0answers
161 views

Getting whole world velocity using bullet physics

I would like to make some action when all objects in dynamic world have 0 velocity. I was trying to iterate on all of them all the time and when some counter is equal to function ...
4
votes
2answers
564 views

Simulating the effects of wind

I am developing a mobile game for Android. It is a 3D jumping game (like ski jump) where wind plays a important role so i need to simulate it. How could I achieve this? The game uses libgdx for ...
1
vote
3answers
691 views

How do you stop OgreBullet Capsule from falling over?

I've just started implementing bullet into my Ogre project. I followed the install instructions here: http://www.ogre3d.org/tikiwiki/OgreBullet+Tutorial+1 And the rest if the tutorial here: ...
3
votes
0answers
299 views

How can I make bodies that do not stick to the wall in Bullet Physics? [duplicate]

Possible Duplicate: Physics engine recommendation which can simulate pool game correctly? I made a Billiards scene with Bullet Physics, but I've got a problem. When the ball is slowing down ...
2
votes
2answers
487 views

Can I change shape of a rigid body after it created in Bullet3D?

I'm beginning Bullet3D. Can I change collision shape of a rigid body after it created? A rigid body accepts a collision shape when it's creating, but it's hard to find options changes the collision ...
0
votes
1answer
2k views

Best 3D Physics Engine to use with Ogre [closed]

I am looking for a good physics engine to use with an Ogre game I'm writing. I would prefer for it to be free, open source, mature, simple to use, easy to learn, and flexible. I'm currently thinking ...
5
votes
2answers
2k views

Is it worth it to use Bullet for 2D physics instead of Box2D for the sake of learning Bullet?

There isn't much more to the question. I'm not concerned about overhead, as I'm sure they are both fine for my purposes. Basically, I am familiar with Box2D concepts because of the Farseer Physics ...