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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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0 answers
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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
1 vote
1 answer
80 views

I’m trying to create a CompoundShape using BulletSharp and Assimp for my 3D physics engine. ...
Wagner Andreas's user avatar
1 vote
2 answers
145 views

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
  • 131
1 vote
0 answers
49 views

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
  • 143
1 vote
1 answer
222 views

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 ...
Andy's user avatar
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0 votes
2 answers
178 views

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 ...
Andy's user avatar
  • 13
1 vote
0 answers
67 views

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
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0 answers
98 views

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
  • 13
1 vote
2 answers
396 views

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, ...
jasonmzx's user avatar
0 votes
1 answer
150 views

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
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1 answer
135 views

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
1 answer
59 views

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 ...
Avi's user avatar
  • 188
0 votes
1 answer
355 views

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" ...
gunza's user avatar
  • 13
0 votes
1 answer
3k views

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 ...
liggiorgio's user avatar
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1 vote
1 answer
156 views

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 ...
Error's user avatar
  • 111

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