Does the bullet model work normally? What I have experienced with other graphics engines is that the coordinate system of the bullet model is different from your graphics model. What I mean is that if you tell bullet that something is 2 units wide, then these units are not the same as the ones of your graphics engine. Therefore, if bullet tells you that the wheels are positioned at let us say (0,0,0),(0,0,2),(2,0,0) and (2,0,2), then it might be that placing your graphics objects there might not be correct. Additionally it might be that your graphics object's origin is not at the same point as the bullet objects, meaning that you for instance get the center of mass of the bullet chassis, but your graphics chassis origin is somewhere else.
It might be easiest to fix this using debug output using a debug drawer. It draws a wireframe of your bullet objects into your graphics space, so problems get more obvious. I hope I do not send you into another tough to solve problem, because if the axis definitions and projections of DX11 are totally different, you might get seemingly random output.
Here is the version from Ogre3D, that should give you the framework for it. You can basically delete every content out of the methods and the find out how to implement at least drawLine(...), then you must add your debugdrawer to bullet like this:
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mDebugDrawer = new YourDebugDrawer();
mDebugDrawer->setDebugMode( btIDebugDraw::DBG_DrawWireframe );
dynamicsWorld->setDebugDrawer( mDebugDrawer );
To draw, you call the method below (the call will immediately call drawLine() and other methods from your DebugDrawer, so make sure the drawing code you use can be run at the point you call debugDrawWorld()):
Here are some DirectX examples that used to work:
http://www.gamedev.net/topic/643993-bul ... ug-drawer/
Have fun debugging!