hi, is it possible to tweak bullet-lib in a way to handle physics on the surface of a very small planet? I was looking for something like forcefields or non-constant gravity vectors but couldn't find straight answers. I was also thinking of simulating the physics on a plain planar model and translating it back - but I'm not even sure this would work at all..
here an example to visualize the vision/problem (not sure if they use physics or fake it all). I want to run and jump on the (obviously) curved surface of the planet.
Physics on a very small planet asset
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Re: Physics on a very small planet asset
Bullet does not have a gravity field feature built in, but you can set the gravity vector on a per-object basis, which means it wouldn't be too hard to do yourself: derive a custom action from btActionInterface that computes and updates one or more objects' gravity every substep.
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Re: Physics on a very small planet asset
I think the easiest way is to applyImpulse(customGravity) every time-step.
I doubt whether it has any disadvantage compared to drleviathan's answer.
I doubt whether it has any disadvantage compared to drleviathan's answer.
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Re: Physics on a very small planet asset
thanks to both of you - I'm trying them out and will post some conclusions back. (or more questions)