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0

I fixed this by switching from the latest github code to the release code. When I posted this question I didn't realize I was using the latest github code.


0

I fixed this by switching from the latest github code to the release code. When I posted this question I didn't realize I was using the latest github code.


1

Setting mass for static ground to 0 var groundRigidBodyCI = new bullet.Bt.RigidBodyConstructionInfo(0.0, groundMotionState, cast groundShape, new bullet.Bt.Vector3(0, 0, 0)); and enabling fallShape.calculateLocalInertia(1, fallInertia); worked for me!


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