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Posted 09 February 2012 - 07:07 AM
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.