# Physics Simulation Forum

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 Post subject: Linear MovementPosted: Sat Apr 14, 2012 8:11 pm

Joined: Fri Apr 13, 2012 4:11 pm
Posts: 5
Still determining if Bullet is an ideal thing to proceed with.

Is there any way to implement linear movement? That is, infinite/0 acceleration? For example, the movement of a character should have a constant velocity, and I should be quickly able to determine if I'm colliding in something in order to stop or resume animating.

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 Post subject: Re: Linear MovementPosted: Sun Apr 15, 2012 3:58 pm

Joined: Fri Apr 06, 2012 1:00 pm
Posts: 4
Well you can always set the linear velocity each frame, collision can be detected with callbacks

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 Post subject: Re: Linear MovementPosted: Sun Apr 15, 2012 8:48 pm

Joined: Fri Apr 13, 2012 4:11 pm
Posts: 5
I guess I was asking what the exact method was for that.

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 Post subject: Re: Linear MovementPosted: Mon Apr 16, 2012 9:47 am

Joined: Fri Apr 06, 2012 1:00 pm
Posts: 4
http://bulletphysics.com/Bullet/BulletF ... dBody.html

btRigidBody has the following function: void SetLinearVelocity (const btVector3 &lin_vel) for the velocity, can't help you with collision callbacks though
since I'm working on that myself right now :p

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