i suggest a concave shapes for the physics engine so we can use Gears and holes dynamically, an example of a dynamic hole i have posted here before
http://www.purebasic.fr/english/viewtop ... 15#p414129
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concave = xCreateTorus(16, 1, 0.5)
xEntityAddConcaveShape(concave, 100.0)
a possible usage: a more natural approach than tranfering force like this
http://www.purebasic.fr/english/viewtop ... 36&t=55915
add concave shapes and Gears to 3D engine
Re: add concave shapes and Gears to 3D engine
+1
Current configurations:
Ubuntu 20.04/64 bit - Window 10 64 bit
Intel 6800K, GeForce Gtx 1060, 32 gb ram.
Amd Ryzen 9 5950X, GeForce 3070, 128 gb ram.
Ubuntu 20.04/64 bit - Window 10 64 bit
Intel 6800K, GeForce Gtx 1060, 32 gb ram.
Amd Ryzen 9 5950X, GeForce 3070, 128 gb ram.
Re: add concave shapes and Gears to 3D engine
Bullet (physics engine used in PB) doesn't have a built in support for dynamic concave shapes. What you need instead is a dynamic compound object. These are built by combining a number of smaller primitives (spheres, cubes, cylinders, etc.) into one big physics collision body.
http://bulletphysics.com/Bullet/BulletF ... ml#detailsBullet Reference Manual wrote:The btCompoundShape allows to store multiple other btCollisionShapes This allows for moving concave collision objects.
Intel Core i7 Quad 2.3 Ghz, 8GB RAM, GeForce GT 630M 2GB, Windows 10 (x64)
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