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 ...
Search found 12 matches
- Tue Dec 08, 2009 8:52 am
- Forum: Beginners Help
- Topic: Irrlicht, Bullet and raycast car
- Replies: 11
- Views: 7856
- Fri Dec 04, 2009 9:23 am
- Forum: Beginners Help
- Topic: Irrlicht, Bullet and raycast car
- Replies: 11
- Views: 7856
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 ...
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 ...
- Thu Dec 03, 2009 6:51 pm
- Forum: Beginners Help
- Topic: Irrlicht, Bullet and raycast car
- Replies: 11
- Views: 7856
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 ...
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 ...
- Thu Dec 03, 2009 3:42 pm
- Forum: Beginners Help
- Topic: Irrlicht, Bullet and raycast car
- Replies: 11
- Views: 7856
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 ...
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 ...
- Wed Dec 02, 2009 8:11 am
- Forum: Beginners Help
- Topic: Irrlicht, Bullet and raycast car
- Replies: 11
- Views: 7856
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& to ...
This is a fix for CBulletPhysics.cpp (see the end of the file):
void btDebugDrawer::drawLine(const btVector3& from,const btVector3& to ...
- Tue Dec 01, 2009 2:02 pm
- Forum: Beginners Help
- Topic: Irrlicht, Bullet and raycast car
- Replies: 11
- Views: 7856
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 ...
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 ...
- Tue Dec 01, 2009 7:44 am
- Forum: Beginners Help
- Topic: Irrlicht, Bullet and raycast car
- Replies: 11
- Views: 7856
- Mon Nov 30, 2009 8:13 am
- Forum: Beginners Help
- Topic: Irrlicht, Bullet and raycast car
- Replies: 11
- Views: 7856
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 ...
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 ...
- Tue Nov 17, 2009 5:07 pm
- Forum: Code Snippets
- Topic: Bullet physics animator
- Replies: 27
- Views: 26084
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 ...
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 ...
- Tue Nov 17, 2009 4:59 pm
- Forum: Code Snippets
- Topic: Bullet and ITerrainSceneNode
- Replies: 6
- Views: 4264
- Tue Nov 17, 2009 1:34 pm
- Forum: Code Snippets
- Topic: Getting a heightfieal out of a ITerrainSceneNode
- Replies: 0
- Views: 1335
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 ...
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 ...
- Sun Nov 15, 2009 5:43 pm
- Forum: Code Snippets
- Topic: Bullet and ITerrainSceneNode
- Replies: 6
- Views: 4264
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 ...
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 ...