Bullet is a professional, free 3D Game Multiphysics Library that provides state of the art collision detection, soft body and rigid body dynamics.
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0answers
29 views
How to keep track of objects inside bullet physics to add/remove them
I am working on a program that will have alot of boxes. As the player moves through the space I will use bulletphysics to check for collision using the ghost object.
How can I track the many objects ...
4
votes
1answer
700 views
How can I get my meshes to work with Bullet Physics?
The problem is that I'm trying to use my meshes with Bullet Physics for the collision part of my game.
When I attempted doing this method with my GLM(model loading library by nate robins) model, I ...
1
vote
2answers
91 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 ...
0
votes
1answer
200 views
Distance between two objects?
We are trying to determine the distance (a scalar, double) between two objects' surfaces in Bullet. We are new to the Bullet engine, and we've been looking into the demo projects, but couldn't find ...
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2answers
159 views
First person camera with Bullet Physics
Before integrating the Bullet Physics, the camera worked fine. But instead of using my own simple struct for transform data, I use rigid body structs provided by the physics library now.
There are ...
5
votes
4answers
556 views
How to save and restore Bullet Physics state?
I'm looking for information on how to save the runtime state of rigid bodies with Bullet Physics. Most of my world consists of static objects, but I have a few dynamic and kinematic objects as well. I ...
0
votes
1answer
52 views
Need help with a complex 3d scene (using Ogre and bullet)
In my setup there is a box with a hole on one side, and a freely movable "stick" (or bar, tube). This stick can be inserted/moved through the hole into the box. This hole is exactly as wide as the ...
1
vote
0answers
27 views
Bullet btGeneric6DofConstraint and btGeneric6DofSpringConstraint constructor arguments
I have a very simple (and maybe too primitive to post here but I’ll try anyway :P) question about Bullet constraints. What are arguments const btTransform &frameInA, const btTransform ...
2
votes
1answer
151 views
Bullet physics: how to make a soft body “static” (kind of)?
I'm fairly new to Bullet and started using it a week ago. I mainly played with rigid bodies and everything works as expected but now that I also need to add soft bodies into my simulation, things got ...
1
vote
1answer
24 views
How to squash stretch the Bounding box so as to get Good Physics effect
I have Surrounded a game Object with a rectangular Box and applied Physics properties to that Box so that load on the computation gets reduced. But i have a problem, whenever in animation if the Game ...
6
votes
3answers
1k views
How do I implement a Bullet Physics CollisionObject that represents my cube like terrain?
I've successfully integrated the Bullet Physics library into my entity/component system. Entities can collide with each other. Now I need to enable them to collide with the terrain, which is finite ...
0
votes
2answers
380 views
What algorithms can I use for bullet movement toward the enemy?
I'm developing 2D strategy game. There are weapons that shoot at enemies.
From what I've read in this, this, this and this post I think that I need linear algebra, but I don't really understand what ...
0
votes
1answer
245 views
What is the best Broadphase Interface for moving spheres?
As of now I am working on optimizing the performance of the physics and collision, and as of now I am having some slowdowns on my other computers from my main.
I have well over 3000 btSphereShape ...
0
votes
1answer
328 views
How to implement bullet physics in libgdx
I am new at game development want to know that how can I implement bullet physics in libgdx. I searched lot of things on Internet but nothing found worthy.
2
votes
2answers
183 views
Choosing a correct collisionshape for a voxel engine
I am building a voxel engine on Ogre with bullet as a physics engine.
I separated my blocks into chunks to help batch together render calls.
At the moment, each chunk's physics is handled by a ...
1
vote
1answer
259 views
Offset Forward vector of object based on Rotation
I'm using the Bullet 3D physics engine in a iOS application running openGL ES 1.1
Currently I'm accepting info from the gyroscope to allow the user to "look around" a 3d world that follows a bouncing ...
6
votes
0answers
104 views
How to extend the btCollisionAlgorithm class in order to enable collision response with a terrain map created from voxels
I am using Bullet, and am attempting to make a collision algorithm that generates contact points off of a voxel (cube) based terrain, and creates the appropriate collision response. I also plan to ...
2
votes
0answers
136 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
936 views
How do you setup the Irrlicht and Bullet engines for Android development?
I have begun researching graphics and physics engines to use for an Android 3d game that I would like to make.
While researching I stumbled across this page where he talks about how you can use the ...
0
votes
0answers
137 views
Ball-cylinder collision detection with Bullet Physics
I am trying to find out collision detection between specific objects and when they are colliding then want to invoke a specific method.
I have read one this tutorial but I don't understand how to use ...
1
vote
1answer
155 views
Bullet Physic: Transform body after adding
I would like to transform a rigidbody after adding it to the btDiscreteDynamicsWorld.
When I use the CF_KINEMATIC_OBJECT flag I am able to transform it but it's static (no collision response/gravity). ...
2
votes
2answers
264 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 ...
10
votes
4answers
2k views
2D tower defense - A bullet to an enemy
I'm trying to find a good solution for a bullet to hit the enemy. The game is 2D tower defense, the tower is supposed to shoot a bullet and hit the enemy guaranteed.
I tried this solution - ...
0
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0answers
63 views
HowTo Enable jBullet DebugMode
I would like to render the physics world of jBullet to debug some issues in my game, and I am not finding too much on enabling the debugDraw method of jBullet. Do I need to write my own debugDraw ...
2
votes
2answers
249 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 ...
0
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0answers
261 views
What is the best way to implement collision detection using Bullet physics engine and a track generated from a curve?
I am developing a small racing gam, the track is generated from a curve.
As said above, the track is generated, but not infinite. The track of one level could fit with no problem in memory and will ...
3
votes
1answer
147 views
Moving the jBullet collision body to with the player object
I am trying to update the location of the rigid body for a player class, as my player moves around I would like the collision body to also move with the player object (currently represented as a ...
1
vote
1answer
178 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 ...
0
votes
1answer
144 views
jBullet Collision/Physics not working as expected
Below is the code for one of my objects in the game I am creating (yes although this is a cube, I am not making anything remotely like MineCraft), and my issue is I while the cube will display and is ...
1
vote
0answers
201 views
3D game editor with C++ support and Bullet Physics [closed]
I am very new to game development and hence the question. Is there any open-source game editor that uses Bullet Physics engine with C++ code edit support.I have read about blender but it allows python ...
1
vote
0answers
64 views
colliding btRigidBody objects behave strangely when moving slowly
I'm trying to use Bullet Physics in my iOS game. The engine appears to be correctly compiled in that the demos work fine.
In my game I have the player's ship and some enemy ships. They're defined as ...
3
votes
1answer
393 views
Bullet Physics - Casting a ray straight down from a rigid body (first person camera)
I've implemented a first person camera using Bullet--it's a rigid body with a capsule shape. I've only been using Bullet for a few days and physics engines are new to me. I use ...
7
votes
3answers
735 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 ...
5
votes
1answer
1k views
how get collision callback of two specific objects using bullet physics?
I have got problem implementing collision callback into my project. I would like to have detection between two specific objects. I have got normall collision but I want one object to stop or change ...
4
votes
0answers
344 views
Bullet Physics implementing custom MotionState class
I'm trying to make my engine's camera a kinematic rigid body that can collide into other rigid bodies. I've overridden the btMotionState class and implemented setKinematicPos which updates the motion ...
2
votes
2answers
4k views
Ogre 3d and bullet physics interaction
I have been playing around with Ogre3d and trying to integrate bullet physics. I have previously somewhat successfully got this functionality working with irrlicht and bullet and I am trying to base ...
6
votes
3answers
550 views
Jitter during wall collisions with Bullet Physics: contact/penetration tolerance?
I use the bullet physics engine through Panda3d.
My scene is still very simple, think 'Wolfenstein3d': tile-based, walls are solid cubes.
I expect walls to block the player, and I expect the player ...
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votes
1answer
328 views
How do I perform collision tests between two 3D oriented bounding boxes?
I want to test two 3D oriented bounding box objects against each other and stop them if there is a hit detected.
How can I accomplish this using only the collision detection functions in the Bullet ...
1
vote
1answer
237 views
Roughly how many rigid bodies can I expect to have interacting in Bullet?
On my Phenom II desktop machine (about 3 years old) with 8GB of RAM, it seems that I can only throw around a hundred or two boxes before it starts to go slow. I'm using the built-in DbvtBroadphase.
...
1
vote
1answer
166 views
3D/perspective Top down shooter bullet issues
I'm developing a top-down shooter with multiple levels (ground for ground units, middle level for buildings, top level for air unity).
The problem is the collision. Though I can make the collider ...
4
votes
2answers
537 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 ...
2
votes
2answers
477 views
How to load a terrain of connected caves into bullet-phisics engine?
I have a terrain that can not be represented as height map. Say a mountain with caves. I have it in one large .obj file. How do I load such a terrain into bullet-phisics engine?
Or I shall generate ...
0
votes
3answers
240 views
How would I successfully split a vector to increase game performance?
Okay so I have a vector for all of the monsters that are spawned in my game. All of these monsters are in a single vector and are "active" according to what zone they are in relative to the player's ...
2
votes
2answers
584 views
Efficient Bullet Firing Class
I've been struggling with this for a while. I have been trying to create a bullet pool class for a game I have made that doesn't cause a significant fps drop.
I have tried creating a bullet pool ...
5
votes
2answers
1k views
How to disable Y-axis movement in the Bullet physics engine
I want to create an object than only moves along the the X and Z axes, while keeping the Y-axis disabled (it's like movement in 2D, and the object wont fall down).
I'm currently using a 6 dof ...
3
votes
0answers
289 views
Setting Orientation of Character in Bullet/Ogre [closed]
I've been suffering from an issue regarding the implementation of orienting characters in a game I'm implementing using Ogre3D and Bullet physics.
What I have: A Direction Vector that the character ...
4
votes
2answers
266 views
Intersection points of plane set forming convex hull
Mostly looking for a nudge in the right direction here. Given a set of planes (defined as a normal and distance from origin) that form a convex hull, I would like to find the intersection points that ...
1
vote
1answer
364 views
Bullet physics in python and pygame
I am programming a 2D sidescroller in python and pygame and am having trouble making a bullet go farther than just farther than the player. The bullet travels straight to the ground after i fire it. ...
0
votes
1answer
926 views
Detect two specific objects collision with bullet physics
I have got some problem with defining collision between objects in my game using bullet physics.
I know that objects are colliding with each other simultaneously and I don't have to do anything more. ...
2
votes
1answer
847 views
How can I enable CCD in Bullet Physics?
How can I enable Continuous Collision Detection (CCD) in Bullet Physics?



