0
votes
0answers
41 views

Simple Libgdx bullet example

I'm looking for a SIMPLE example of the use of the bullet physics engine in libgdx. Before you point me at the wiki, I have read that, but that mostly describes installation, and just a "raw" ...
1
vote
0answers
87 views

Conceptual - What is the optimal way to combine steering behaviors with rigid body physics?

I am working on a simple 3D space simulator that makes use of the Bullet physics engine. The spaceships are rigid bodies that have a mass and hitbox so that they can be considered for collisions. At ...
2
votes
1answer
41 views

What are the parameters for btHingeConstraint::setLimit

What does each parameter in btHingeConstraint::setLimit do to the hinge constraint? void btHingeConstraint::setLimit ( btScalar low, btScalar high, btScalar _softness = ...
0
votes
1answer
56 views

Bullet3: Issue with applying force once an object is at rest

I just started using bullet and I'm having an issue where once my rigid body is at reset at the floor it won't move when I apply a force to it. I have created a small demo to show this using the ...
2
votes
1answer
164 views

bullet character controller sliding down any slope gradient

I've been experimenting with the btKinematicCharacterController. I've seen very old complaints that it has issues but I can't find anything recent stating that these issues remain (and nobody ever ...
0
votes
2answers
189 views

Best collision shape for rooms

I'm wondering what is the most efficient collision shape to use with APIs like Bullet or Havok for rooms/interiors. Rooms tend to be boxes but are concave since the normals point inward which means no ...
0
votes
1answer
326 views

Detect when a bullet rigidbody is on ground

I have a rigidbody that is on top of a plane or another rigidbody. How do I check if said rigidbody is on top of it? I tried to check the Y-part of the velocity but it is never 0, it is always a ...
1
vote
2answers
261 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
327 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
190 views

Inverse Dynamics How to [closed]

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 ...
3
votes
2answers
335 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
604 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
323 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
1k 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 ...
2
votes
0answers
187 views

How do I run a callback when all objects have stopped moving?

I'm using Bullet and want to take some action once all objects in a dynamic world have reached 0 velocity (or at least a value that's very close). I was trying to iterate over all of them all the ...
4
votes
2answers
714 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
932 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
302 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
678 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 ...
6
votes
2answers
3k 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 ...