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.
199 questions
0
votes
0
answers
43
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. ...
1
vote
1
answer
80
views
Issue with CompoundShape Scaling in BulletSharp/Assimp Integration
I’m trying to create a CompoundShape using BulletSharp and Assimp for my 3D physics engine. ...
1
vote
2
answers
145
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:
...
1
vote
0
answers
49
views
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 ...
1
vote
1
answer
222
views
When should I call the physics simulation within the game loop?
I am thinking about where to call the physics simulation. The current situation is that I first update the entities and then the physics immediately before rendering. As you can see in the following ...
0
votes
2
answers
178
views
How to check if an AABB is colliding or the mesh itself
I have the following problem. I would like to check in bullet whether only the AABB collides or the mesh collider itself. Unfortunately I can't find out how to do this
Within the screenshot you can ...
1
vote
0
answers
67
views
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 ...
0
votes
0
answers
98
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 ...
1
vote
2
answers
396
views
Bullet Physics Multi-threading Rigid Body transform jittering issues across threads
I've been working on a game using Bullet Physics for C++ as well as SDL for the windowing (with OpenGL)
I've recently threaded the game, so that a separate while loop runs the Physics Simulation, ...
0
votes
1
answer
150
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 ...
0
votes
1
answer
135
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, ...
0
votes
1
answer
59
views
Maintain constant Y position value for a dynamic body
Something obvious is skipping my mind with Bullet Physics library, so apology in advance:
I have a dynamic rigidbody, which I'd like to have its Y (up/down) coordinate to be at constantly at a certain ...
0
votes
1
answer
355
views
Why does OnTriggerEnter2D/OnCollisionEnter2D work when there is no other collider object opposite?
my bullet:
There is a Box collider (checked "is Trigger")
It has Rigidbody2D (Gravity = 0, freeze rotation Z)
https://i.sstatic.net/ik1IY.jpg
I added the "OnTriggerEnter2D" ...
0
votes
1
answer
3k
views
Raycasting in GameMaker Studio 2 to implement hitscan weapons?
I'm working on a 2D top-down shooter game in GameMaker Studio 2, featuring different weapons and obstacles all around the levels.
Since I don't need a high degree of simulation, I'm implementing ...
1
vote
1
answer
156
views
How to detect all vertices within collision Area?
Using collision detection algorithms such as MPR (Minkowski Portal Refinement), GJK (Gilbert–Johnson–Keerthi distance algorithm), you can calculate the penetration depth in the collision.
For 2 mesh ...