parameters of broadphase collision detection in bullet library - bulletphysics

I am trying to learn about bullet library and collision detection in it.I got the basic theory and concept of broadphase collision detection. However it's hard to know how it is implemented and what are the parameters of broadphase and narrowphase collision detection in bullet library??? Is there any resource on bullet apart from that manual??

Well there's the source code:
https://code.google.com/p/bullet/
And all the documentation on each class:
http://bulletphysics.org/Bullet/BulletFull/annotated.html
As well as the wiki:
http://www.bulletphysics.org/mediawiki-1.5.8/index.php?title=Broadphase

Related

Collision filtering in libgdx using Liquidfun

I successfully implemented liquidfun extension in my libgdx/box2d project, but the particles that are created in the box2d world doesn't seem to collide with anything at all when used in my project. The test code given with the setup works good in the way that it collides with the rigid bodies.
I actually want to know any way that collision filtering can be done between the particles and rigid bodies here. Apparently categorybits/maskbits do not work here. Please Help!

Using Physics Editor and using it's .plist Cocos2d-x V3 for better collision detection

I was working on a cocos2d-x project. Its a simple game. Everything is working right apart from collision. Though, It is working but collision is not very realistic. I browsed and discovered something called - Physics Editor. I read tutorials from - http://www.codeandweb.com. It generates a .plist of your sprite. I'm making game for android in c++.
Now the problem -
How to use that .plist with cocos2d-x V3.8. Is it a good idea to make collision detection better this way?
I want to start with box2d and chipmunk but there are no good and new tutorials. In case you have anything, Feel free to suggest. Thanks is advance !
Actually Physics Editor itself provides special C++ class for loading its plist and creating PhysicsObjects from it.
You can easily get it on github: https://github.com/CodeAndWeb/PhysicsEditor-Loaders/tree/master/cocos2d-x

Adding Collision to a object in citrus engine

I have a hero and a enemy,Now When a hero contact the enemy the hero should automatically fall down.How can I add a Collision method to it.
Well do some research! There are a lot of samples out there that Aymeric has posted.
The most common is to use the SimpleCitrusSolver. It's quite easy and is done with one line of code: simpleCitrusSolver.collide(DynamicObject, StaticObject);
You can find more for this in the simple collision example.
Other samples can be found at the Citrus Engine Examples github page.

Collision Detection

i am working on a project that needs some collision detection.
i have 7 objects and it should check collide for each others.
i looked collision detection kit by Corey O'Neil, but cant figure it out.
collision group i have to learn, yes.
You should understand your needs.
hitTestObject method will work fine if you have no FPS drop and object is static or have small speed.
Else you better to use one of Physics Engine or CDK like a Box2D for correct collision detection and make your Update method fixed timestep.
Try hitTestObject()
if(object1.hitTestObject(object2))
{
// collision was detected, do stuff here
}

Flash CS4 / AS3 symbol within symbols

I'm trying to create a multi-level dungeon adventure in Flash CS4. The layout is an instance created of a symbol called Level, within the symbol are multiple wall subsymbols (wall), instances of Wall. There is a collision routine to stop the player walking through the walls, called from Wall.As.
Level is drawn about the centre point (0,0).
When I create an instance on the stage of Level (level), the collision tester is using the xy coordinates for the walls drawn about 0,0, not the "real" xy where it's appearing on the stage.
So what I need to know, is how to "update" the xy for each wall subsymbol with the live stage information, overriding the XYs drawn in the parent. It has to be updated unfortunately (I can't keep it static), as the levels are big so have to scroll.
Thanks for your advice.
With all due respect forget your approach, you're reinventing the wheel for nothing and probably to end up getting worse performance. What you need is pixel-perfect collision detection and probably including basic physics so already we're talking a huge amount of work. If you want to build levels in a design way for a game, use this, it'll blow your mind how awesome/easy/cool this is:
http://www.gotoandlearn.com/play.php?id=135
Its always a guess when trying to answer questions like this, as there are a lot of unknowns. That being said, in programming, there are always more than a few ways to solve a problem. Examine your collision detection routine - if you worked with hitTestPoint, and the point that was being tested (mouseX,Y or your main actor) with localToGlobal, you likely wouldn't need to test for the x,y variables of your collision objects. Read up on those two subjects and this question might be rendered moot.
At any rate, you could update relative coordinates in your Wall.as instance by leveraging globlaToLocal:
public function get curLoc():Point
{
return globalToLocal(new Point(this.x, this.y));
}
and retrieve them from your parent class as a point you can then test against:
trace(_wall.curLoc);
Hope that helps
I suppose you could accomplish what you're trying to do by manipulating the transform property of the wall symbols, but honestly I would concur with Ascension Systems and just abandon your collision testing routine for something different.
You may not need to go all out with a physics engine for your game, in which case just use hitTestObject to do the collision detection.