View Single Post
Old 24-02-13, 08:19   #4
TeslaRus's Avatar
Join Date: Jan 2013
Posts: 195
Default Bullet

This time I fully delete collide.cpp, trace.cpp. All physics works through bullet. I use dynamic rigid body (capsule with AngularFactor(btVector3(0.0, 0.0, 0.0)) ) as a character. Movement implemented with SetLinearVelocity function. To eliminate overlapping room collision I add btOverlapFilterCallback and check current room of the object (engine.cpp). But I have problems:
1) How to correct implement slopes?
2) Maybe bullet character controller is better than dynamic rigid body stick?

Last edited by TeslaRus; 28-02-13 at 13:43. Reason: I add filter to convex sweep test. One problem solved.
TeslaRus is offline   Reply With Quote