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: 7856

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 ...
by enif
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 ...
by enif
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 ...
by enif
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 ...
by enif
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 ...
by enif
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 ...
by enif
Tue Dec 01, 2009 7:44 am
Forum: Beginners Help
Topic: Irrlicht, Bullet and raycast car
Replies: 11
Views: 7856

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: 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 ...
by enif
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 ...
by enif
Tue Nov 17, 2009 4:59 pm
Forum: Code Snippets
Topic: Bullet and ITerrainSceneNode
Replies: 6
Views: 4264

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 ...
by enif
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 ...
by enif
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 ...