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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

#Actualjokoon

Posted 09 February 2012 - 08:56 AM

I made an app from scratch with Ogre3D, and I'd like to integrate only collisions using bullet physics.

I understand I need to create btCollisionObject, add a shape to it (let us say a btSphereShape), and add it with btCollisionWorld::addCollisisionObject().

But how to I mirror movements of a SceneNode and a btCollisionObject ?

I also want to have not instantaneous gun bullets (eg for long range, like in max payne), and since those travel fast and are small there is a possibility of collision miss. What is the proper way of avoiding this ? Should I do a raycast at each step to check if the bullet will hit a target ?

I don't need those bullet to actually be affected by gravity or to tunnel throught multiple target, if it can save some cycles.

#1jokoon

Posted 09 February 2012 - 07:07 AM

I made an app from scratch with Ogre3D, and I'd like to integrate only collisions using bullet physics.

I understand I need to create btCollisionObject, add a shape to it (let us say a btSphereShape), and add it with btCollisionWorld::addCollisisionObject().

But how to I mirror movements of a SceneNode and a btCollisionObject ?

I also want to have not instantaneous gun bullets (eg for long range, like in max payne), and since those travel fast and are small there is a possibility of collision miss. What is the proper way of avoiding this ? Should I do a raycast at each step to check if the bullet will hit a target ?

I don't need those bullet to actually be affected by gravity or to tunnel throught multiple target, if it can save some cycles.

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