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Member Since 19 Sep 2012
Offline Last Active Yesterday, 09:00 AM

Posts I've Made

In Topic: Help with Farseer Physics Engine Slowdown

27 June 2016 - 02:57 AM

Not familiar with Farseer directly, but most physics engines allow you to specify collision flags/ masks on the objects to determine what they would collide with. It sounds in this case as if you don't want enemy bullets to hit other enemies (or the enemy that creates them). You should be able to setup a collision mask for this so that these collisions are discarded very quickly and don't go through the whole detection routine and cause your slowdown.

In Topic: Gladiator manager game - ideas needed!

23 May 2016 - 07:10 AM

It's a little bit more 'fantasy' then historic gladiatorial combat, but you could dig up an old version of Lucas Arts Gladius for some inspiration, it has a turn based gladiator mode as it's core, but that could be automated, but also has school and gladiator mangement and rpg themes as well.

In Topic: Creating Box RigidBody From AABB

13 April 2016 - 07:00 AM

Sure. Was trying to remember if bullet allowed you to change the centre of mass  easily and it doesn't though there are ways to work around it using compound shapes but wouldn't recommend it. One solution Erwin mentions below in :




is to let your motion state do the graphics offset for you. I'd still probably recommend trying to keep the pivot centred though.

In Topic: Creating Box RigidBody From AABB

13 April 2016 - 05:13 AM

In that case you still need your door mesh to be a centered box, but then have a hinge constaint on it to anchor it to another mesh / rigid body and let the contraint do the work for you. The bullet constraint demo has good examples of this.

In Topic: Creating Box RigidBody From AABB

13 April 2016 - 03:08 AM

Bullet box shape expects a center of mass (center of object) at local zero point to box, so you can imagine that instead of your box going from from 0,0,0->1,1,1 it goes from -0.5,-0.5,-0.5 -> 0.5,0.5,0.5 . I think you'll find using your box much easier in general if you think of it centered that way.


You do not need to recalculate the AABB each frame (bullet will do it for you based on the rotation of the object). if you're using the btMotionState to link your model and the rigidbody you should be able to just update your models transform based on that.