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  • frankiezafe 19:52 on 2016-09-24 Permalink | Reply
    Tags: , , , physics,   

    Demo of physics in polymorph engine.

    A lot of stuff has been fixed since yesterday, but severe improvments are still to be done.

    In the video, only convex hulls and simple colliders (cubes & spheres) are used.

    To add a custom collider on a PNode, you call:

    pnode.load( sceneManager, “General”, “my-high-resolution.mesh” );
    pnode.physics( polymorph::BT_DYNAMIC_CONVEX, “General”, “my-low-resolution.mesh” );

    “my-low-resolution.mesh” will be used to calculate physics.

    Using convex is a problem for the blue thingies: the torus is not empty, but convered by an invisible “skin”. Therefore, other objects can not go through this huge hole… The issue should be solved by using the btGImpactMeshShape, but the shapes are behaving strangly when enabled. They jumps all the time…

     
  • frankiezafe 19:15 on 2016-08-23 Permalink | Reply
    Tags: , , physics   

    Bullet first steps.

    After reading the very basic bullet quick start pdf (and therfore really quick, indeed), bullet starts to animate #ogre3d objects.

    A remark: sphere basic prefabs in ogre3d has a default radius of 50!

    screenshot08232016_200741558

    screenshot08232016_200747691

    screenshot08232016_200751290

     
  • frankiezafe 09:34 on 2016-08-18 Permalink | Reply
    Tags: , , physics   

    Starting installation of #bullet in ogre.

    First step is to install bullet, and the example browser is very promising.

    Bullet Physics ExampleBrowser using OpenGL3+. Release build_673

    https://github.com/bulletphysics/bullet3

     
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