Search found 12 matches

by enif
Tue Dec 08, 2009 8:52 am
Forum: Beginners Help
Topic: Irrlicht, Bullet and raycast car
Replies: 11
Views: 7349

New version

link3rn3l: You are welcome! ;-) Here is a new version: - car settings are moved to a separate struct (see SPhysicsCarParams.h) - brakes are applied to all wheels with different strength on each axis (needs to be configurable by SPhysicsCarParams struct and in realtime) - engine power can be applied ...
by enif
Fri Dec 04, 2009 9:23 am
Forum: Beginners Help
Topic: Irrlicht, Bullet and raycast car
Replies: 11
Views: 7349

Preview

Here is a preview of the final version. http://www.megaupload.com/?d=5A2XU6PB - car model is rotated correctly - left wheels are rotated by 180 degrees around the Y axis to face the left side of the car - physics parameters set to some interesting values - car body has it's body mass center shifted ...
by enif
Thu Dec 03, 2009 6:51 pm
Forum: Beginners Help
Topic: Irrlicht, Bullet and raycast car
Replies: 11
Views: 7349

The bug found? :-)

Hi! I found the line of crap, that made my days sad... All happened in the void CPhysicsObject::initPhysics(void) method. I misused the filtergroup and filtermask parametres. Poor raycast vehicle was in a different filtergroup with a different filtremask. No wonder, that it can not hit other objects...
by enif
Thu Dec 03, 2009 3:42 pm
Forum: Beginners Help
Topic: Irrlicht, Bullet and raycast car
Replies: 11
Views: 7349

link3rn3l: Thanks a lot! You are the man! :-) I finally fixed my car. It is working now, but I do not understand why yet. I am using box shapes for collisions, but they behave very differently, depending on usage. I'll dig into this and, hopefully, find a solution. I'll spend this weekend on the Phy...
by enif
Wed Dec 02, 2009 8:11 am
Forum: Beginners Help
Topic: Irrlicht, Bullet and raycast car
Replies: 11
Views: 7349

a fix to debug drawer

I found a bug in my debug drawer. Or better say - inconsistency in colors returned by Bullet :-). Sometimes they are in 0..1 range, sometimes in 0..255 range. This is a fix for CBulletPhysics.cpp (see the end of the file): void btDebugDrawer::drawLine(const btVector3& from,const btVector3& t...
by enif
Tue Dec 01, 2009 2:02 pm
Forum: Beginners Help
Topic: Irrlicht, Bullet and raycast car
Replies: 11
Views: 7349

Updated - btIDebugDraw

Hi! in today's version, I added btIDebugDraw object. Now we can see, what Bullet is seeing. Problem with te car is not fixet yet, but there is something, that may help. See this links: http://sio2interactive.forumotion.net/sio2-engine-f3/enabling-bullet-debug-draw-code-included-t599.htm http://irrli...
by enif
Tue Dec 01, 2009 7:44 am
Forum: Beginners Help
Topic: Irrlicht, Bullet and raycast car
Replies: 11
Views: 7349

cobra: Thanks! I'll try to experiment with wheels and other parameters. Hopefully I'll get somewhere. I am little bit confused with the results though - I tryed exactly the same parameters, like in the Bullet's vehicle demo, without any success. I am sure, that it is me, ho is wrong here, but... :-)...
by enif
Mon Nov 30, 2009 8:13 am
Forum: Beginners Help
Topic: Irrlicht, Bullet and raycast car
Replies: 11
Views: 7349

Irrlicht, Bullet and raycast car

Hi! I am trying to create a car racing game. A simple one. :-) I have red a lot about Irrlicht and Bullet here. I am plying with the Bullet's vehicle demo. I really do something for it... :-) My problem is, an I am kindly asking you for a help, that with simple object I have no problem, but the rayc...
by enif
Tue Nov 17, 2009 5:07 pm
Forum: Code Snippets
Topic: Bullet physics animator
Replies: 27
Views: 24766

Small enhancement for terrain nodes - for the big ones

Hi! Thes animator code works great with Irrlicht 1.6 and Bullet 2.75. Thanks! Great work! Because I am using 513x513 terrain nodes in my game, I had to change this method in CBulletPhysicsUtils.cpp: btTriangleMesh * ConvertTerrainToBulletTriangleMesh( irr::scene::ITerrainSceneNode* terrain, const ir...
by enif
Tue Nov 17, 2009 4:59 pm
Forum: Code Snippets
Topic: Bullet and ITerrainSceneNode
Replies: 6
Views: 3949

yamashi: Hi! Your code is gread, no doubt about it! :-) May bye I sound, like I am trying to fix something, thats needs no fixing. I am sorry for that! I am trying to make it better and more universal. And my English is a crap... :-) I discovered one week point in the code - the indices. If numVerti...
by enif
Tue Nov 17, 2009 1:34 pm
Forum: Code Snippets
Topic: Getting a heightfieal out of a ITerrainSceneNode
Replies: 0
Views: 1273

Getting a heightfieal out of a ITerrainSceneNode

Hi! I am playing with Bullet and ITerrainScenenodes and as a part of my research got this pice of code. It should make a heightfield out of a ITerrainSceneNode object. f32 *CTerrain::getRawHeightfieldData(scene::ITerrainSceneNode* node, btScalar& minHeight, btScalar& maxHeight) { scene::CDyn...
by enif
Sun Nov 15, 2009 5:43 pm
Forum: Code Snippets
Topic: Bullet and ITerrainSceneNode
Replies: 6
Views: 3949

How to get the total number of vertices.

Hi! The code above looks promissing - I need to test it. :-) I have one question about it, resp. this line of code is not particulary perfect :-) : buffer = new irr::scene::CDynamicMeshBuffer(irr::video::EVT_2TCOORDS, irr::video::EIT_16BIT); The problem is, that this works for small terrains only (2...