I'm using Gameplay3D (an engine that uses bullet), and I'm interested in making a dynamic world. I plan to split up the world's collision meshes into convenient "chunks" (so you only need to update the chunks instead of the entire world mesh). I happened to stumble upon this in the docs, however.
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PHY_ScalarType enumerates possible scalar types.
See the btStridingMeshInterface or btHeightfieldTerrainShape for its use
Enumerator
PHY_FLOAT
PHY_DOUBLE
PHY_INTEGER
PHY_SHORT
PHY_FIXEDPOINT88
PHY_UCHAR
Definition at line 25 of file btConcaveShape.h.