Jump to content

  • Log In with Google      Sign In   
  • Create Account


Make Ogre3D and bullet work together without wrapper


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

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

#1 jokoon   Members   -  Reputation: 101

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


Sponsor:

#2 TiagoCosta   Crossbones+   -  Reputation: 1929

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




Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS