Jump to content



Make Ogre3D and bullet work together without wrapper

  • You cannot reply to this topic
1 reply to this topic

#1 jokoon   Members   -  Reputation: 100

Like
0Likes
Like

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.

Attached Thumbnails

  • Untitled.png


Ad:

#2 TiagoCosta   Members   -  Reputation: 234

Like
0Likes
Like

Posted 12 February 2012 - 06:04 AM

Continuous collision detection avoids missing collisions between fast objects, or you can chose another solution presented here.
Tiago Costa
Aqua Engine - my DirectX 11 game "engine" - In development






We are working on generating results for this topic
PARTNERS