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.

Bullet is a professional, free 3D Game Multiphysics Library that provides state of the art collision detection, soft body and rigid body dynamics.

  • Used by many movie and game companies in AAA titles on Playstation 3, XBox 360, Nintendo Wii, PC and iPhone
  • Modular extendible C++ design with hot-swap of most components
  • Optimized back-ends for pthreads/Win32 Threads multi-threading and PS3 Cell SPU
  • Preparation for OpenCL data parallel optimizations for upcoming Bullet 3.x


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Google Code
197 questions
7
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3 answers

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 to slide along the walls in case of non-normal…
Niriel
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5
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1 answer

Bullet Physics - scaling

I have added Bullet to my game engine. So far I am using translation and rotation, and it works fine. But now, I want to scale my geometry (eg. user can drink some potion an became small :-)). I am using…
Martin Perry
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4
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1 answer

How can I enable CCD in Bullet Physics?

How can I enable Continuous Collision Detection (CCD) in Bullet Physics?
Eonil
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1
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1 answer

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 objects body part goes out of the Box then it…
Pete
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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. Is this about right, or am I missing something? One…
Rei Miyasaka
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1
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2 answers

Gravity too weak

I am using Bullet Physics and the gravity in my world seems to be too weak. This means that items fall too slowly and general values don't make as much sense as they should. While I know that "values" used in bullet are arbitrary, but the general…
Paul Spain
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0
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1 answer

Bullet: Get steepness or slope between positions

In a CharacterController object, there is setMaxSlope(btScalar slopeRadians) The max slope determines the maximum angle that the controller can walk up. But how about knowing it in advance? Like check if the position where the character will…
user41711
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1 answer

Bullet softbody nodes messed up positions

I recently switched from Havok physics to Bullet because I wanted to have soft body collisions, but I don't have any budget to license the (superior?) Havok solution, I couldn't even try those functions out there so it is completely new to me. I…
János Turánszki
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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 called. I am using SFML for window and clock. If…
Gasim
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0
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2 answers

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 any good examples. The closest we have come to…
user27160
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0
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1 answer

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: virtual void btRaycastVehicle::setCoordinateSystem(int rightIndex, …
Irbis
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0
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1 answer

Body inside other body after collision

I'm using bullet to create a 2D topdown game. In my physics proof of concept, I can walk around and push a box. However, if I walk too fast the character goes through the box, instead of colliding with it. See gif: This seems like a common thing…
0
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1 answer

Eliminate 0.25 unit 'force fields' around Bullet Physics soft bodies

When I create soft body assemblies in Bullet Physics they will fall under gravity and then float about 0.25 units above a ground plane rigid body, and other rigid bodies all appear to push and interact with them from that same distance (all the…
Lucas Walter
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1 answer

Bullet: btCollisionWorld::contactTest doesn't work

I added some boxes in a collision world, then use btCollisionWorld::contactTest to test if any box contact with a given sphere. Below is the code: int SpacePhysics::SphereContactTest(const btVector3 ¢er, btScalar radius) { …
kkpattern
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