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Questions tagged [bullet-physics]

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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Bullet Physics Scaling rotational part of 6DoF Spring Damper

I am currently trying to scale up my setup (consisting of two rigid bodies connected by a btGeneric6DofSpring2Constraint) to fall within the suggested dimensions for a concise simulation. In order to ...
Flo Ryan's user avatar
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Soft body plasticity using Bullet Physics

I made this post on the Bullet forum(link), but the forum is slow so I'm just copying the text from there. Hello, I'm currently working on a game and I want to make certain surfaces of the game ...
inzombiak's user avatar
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2 votes
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Handling strange physics behaviour while sliding between coplanar surfaces

We've got a character setup based around manually resolving collisions, and we're using bullet to do so. Our characters have a kinematic rigidbody to push things around, but their movement and ...
Mick Derks's user avatar
2 votes
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309 views

server/client architecture, how to combine physics data, scene graph and database over the network?

I'm writting a C++ server and a C++ client for a rpg game. The client is using OpenSceneGraph for rendering the 3D. RakNet is used for communication between the client and server. At this time, the ...
The Unholy Metal Machine's user avatar
2 votes
0 answers
722 views

Quaternion - rotating rigidBody to particular angle over time

Using Bullet Physics. There's a rigid body that is rotated. For some delta-time I need to rotate that body to have rotation of (0, y, 0) - keep the old y value rotation but reset x and z. The ...
AAverin's user avatar
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1 vote
2 answers
61 views

Bullet Physics stopping model from going through static object

Bullet physics tunneling problem: yellow box(dimensions: 2f, 2f, 2f) that falls under gravity. Its Bullet Physics are set as such: ...
i_o's user avatar
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Issue with Bullet3 contact points on triangle edges

I'm trying to build a character controller using Bullet3 with OpenGL. I currently have a kinematic body that uses a Ghost body to get all the manifold contacts. The issue I'm facing is in the ...
Aaron Z's user avatar
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JBullet - Shoving around objects

Sometimes in video games the players can walk up to certain objects for example boxes and barrels and shove them around. How can I recreate this system? What function do I have to use to apply force ...
Nagy Lala's user avatar
1 vote
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117 views

Subtract a circle on a rectangle - OpenGL

I am writing a game using GLFW, GLEW, GLM and Bullet3 in C++. Its a Maze with holes. I am doing the floor with rectangles (wich is 2 GL_TRIANGLES). I want to make some woles (circles), to the ball ...
David Pires's user avatar
1 vote
0 answers
135 views

Real-time 3D Scene-reconstruction into Physics Engine

I am trying to create a game where the user scans the room using RGBD camera and reconstructs 3D scene. This scene would be integrated into physics engine, after an object recognition algorithm tells ...
AJAY PRATAP SINGH's user avatar
1 vote
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246 views

Bullet Physics stops detecting collision after a few steps

Let me start off by saying that the usage of Bullet here is slightly unconventional. I'm writing a server emulator for a game, and the server is only keeping track of the triggers, players and enemies....
gie005's user avatar
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Bullet Physics ignore collision from bottom

I'm currently using BulletSharp a wrapper for Bullet physics. I'm using Bullet Physics for a 2D project. Many platform games allow the player to pass through a platform as they jump upwards, and then ...
David Neves's user avatar
1 vote
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499 views

Bullet physics convex hull center of mass

I am trying to make a convex hull collider for bullet physics. I am using BulletSharp.CompoundShape and BulletSharp.ConvexHullShape. This is model of a chair in unity with rigidbody and convex mesh ...
some rand's user avatar
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Bullet Physics StepSimulation really slow when smaller TriangleMeshShape is inside bigger BoxShape

I observed that bullet physics StepSimulation is very very slow when a rigidbody with a TriangleMeshShape is fully inside a rigidbody with a simple BoxShape. I noticed that when I move the ...
D3d_dev's user avatar
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btBvhTriangleMeshShape useQuantizedAabbCompression Crash

I use btBvhTriangleMeshShape for static world collision. Generally this works fine, but recently I have encountered situations where the construction of btBvhTriangleMeshShape would crash. In debug ...
rioki's user avatar
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343 views

Handling character with world object collision in libgdx and bullet

I am using libgdx and bullet for my 3d mmo project. I have been able to detect collisions using a collision world with collision objects. This was working fine for things like detecting players ...
jgelderloos's user avatar
1 vote
1 answer
778 views

Passing heightmap data to btHeightfieldTerrainShape constructor

I was searching for a couple of hours, but I didn't find final solution, after trying many ways. I'm trying to get heightmap heights data, and pass it to btHeightfieldTerrainShape. Let's say my ...
skprime's user avatar
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Retreive 3d World Map coordinates from touch/click input with LIBGDX?

Problem: I am trying to create an RTS style interaction. I want to be able to click on the map and have characters move to the click location. I haven't been able to figure this out, even after ...
Jager7's user avatar
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1 vote
0 answers
625 views

Bullet Physics: Applying a force at the point of collision

Suppose I want to simulate some kind of gripper with two "fingers" (such as pair of pliers, or two-fingered robot hand), picking up an object from the ground. Both the gripper and the object are ...
Karnivaurus's user avatar
1 vote
0 answers
1k views

Java 3D collision detection with JBullet

So I have spent a long time trying to work on a collision detection system from scratch for own game engine and came up fruitless due to lack of time. Finally I decided to try to use Jbullet to try to ...
thor625's user avatar
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Bullet btGImpactCollisionAlgorithm

I have a question about Bullet and in particular GImpact. When, the collisiontestpair(a, b) is called where GImpact pair check algo will be called on the btGImpactMeshShape, does it do a AABB tree ...
code_not_yet_complete's user avatar
1 vote
0 answers
144 views

Bullet Physics ConvexDecomposition?

I've looked at Bullet Physics ConvexComposition Demo and would like to implement that in my game but the code is so undescriptive and it's hard to understand what is going on. Would any of you people ...
MisterArch's user avatar
1 vote
0 answers
1k views

Bullet Physics Simulation Running Slow

I'm in the process of converting my game engine from java which used the LWJGL and JBullet to c++. However, when I was implementing Bullet physics my simple simulation of a box dropping from specified ...
alex.m.brown's user avatar
1 vote
0 answers
942 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 ...
tigrou's user avatar
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123 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 ...
Piku's user avatar
  • 501
1 vote
1 answer
175 views

Bullet Physics Applying Torques Effects not noticeable

I am applying torques to a rag doll in order to make it move/walk. For some reason, I am unable to view any effects when I use a call to rigidbody to apply torques even though these torques are ...
terminix00's user avatar
1 vote
1 answer
367 views

BulletPhysics ship rotation

First of all, I'm a beginner in game physics, and I think this is a relatively easy problem that I'm not grasping. Short Version: I have a box(representing a ship on water) going forward with a ...
Mark B.'s user avatar
  • 11
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0 answers
22 views

Custom Physics Engine::Impulse Based Contact Resolver::Facing Object crawling issue when doing Box vs Box Collision

I am trying to implement basic stable 3d physics engine, I was able to get collision phase working with SAT but when I am applying impulses on box vs box contact points, I face a crawling issue. ...
videogamechef's user avatar
0 votes
0 answers
53 views

How to move a Rigidbody forward using Bullet Physics

I'm currently developing a character controller for my game framework, and I'm utilizing the Bullet Physics engine for the physics simulation. In the process of adjusting the velocity, I aim to enable ...
Wagner Andreas's user avatar
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0 answers
62 views

Bullet physics incorrect rotation with more than one axis

im try to integrate currently bullet into my game framework. But when i try to set the rotation for an rigidbody with more the 1 axis i recive the current result It looks that the rotation is ...
Andy's user avatar
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1 answer
76 views

How does bullet physics filter 4+ contacts in GJK?

If the bullet GJK (Convex vs convex) collision algorithm has more than four penetrating points, then how is it filtering that down to the four it needs? What I've tried Staring at the code, but I get ...
Baer Ran's user avatar
0 votes
1 answer
83 views

Bullet physics linker error

I am trying to build my project in VS, which is a copy of HelloWorld.cpp provided by Bullet. I am getting a list of errors of sort "unresolved external symbol" when I build my project, ...
SigmaKlim's user avatar
0 votes
0 answers
125 views

LibGDX program crashing on on StepSimulation call

I am trying to add a Character Controller to a Discrete Dynamics World in Bullet via the LibGDX wrapper and everything seems to work, but when I attempt to update the world via the StepSimulation ...
Calvin Day's user avatar
0 votes
0 answers
126 views

How to create soft tires like in `Spintires`?

Here is an screenshot of a deformed tire in the game Spintires. I would like to achieve a similar effect in my game I'm using Bullet as the physics library, if that matters.
Тёма Басов's user avatar
0 votes
0 answers
209 views

Solve Constraints with linear factor of 0 in Bullet Physics

In my code I need to set the linear factor for velocity to 0 (sometimes). For example, game->rigidBody->setLinearFactor(btVector3(0, 0, 0)); When this is done,...
Vitulus's user avatar
  • 121
0 votes
0 answers
351 views

btRigidBody world transform and scale issue

When I create a collision shape for rigid body (in this case box) I use vertices positions and scale from the opengl matrix, the code looks this way: ...
Irbis's user avatar
  • 103
0 votes
0 answers
910 views

Trying to bounce a box with a plane using bullet physics

I'm trying to simulate a box that bounces with a plane and I'm beginner with bullet physics. I created a plane (box) and and a box that is falling. The problem is the ball is stalled while colliding ...
Mahmoud's user avatar
  • 45
0 votes
0 answers
68 views

Bullet simulation stops after windows inactivate

I am having trouble when inactivating window (event resizing); all the contents get rendered and input works. Even the physics work but the btDiscreteDynamicsWorld stepSimulation function does not get ...
Gasim's user avatar
  • 199
0 votes
1 answer
236 views

bullet raycast vehicle - understanding coordinate system

Bullet world space coordinate system is the same as opengl world coordinate system. I have noticed that raycast vehicle has the following function: ...
Irbis's user avatar
  • 103
-1 votes
1 answer
79 views

Bullet Physic: Stack transformations on body after adding

How can I stack multiple transformations on a body? I mean... Rotate, translate and then rotate again? If I understood, a transformation on a rigid body can be made like this: ...
Filipe Vinadé's user avatar