Original Post
Since working on the physics for the ships of our game Pulsedrive I've always had this issue bogging me.
I'm not working with bullet for a long time yet, so I probably don't know if I just have done something stupid in the setup of the engine.
Also I already asked this on the BulletPhysicsforums last month, but haven't got an answer yet.
To get you a better overview of the situation I made a little picture:

Most of the time the ship will just crash through the border marked with the red arrow when I am "fast" enough. This will also happen if I jump off a ramp and do a hard landing afterwards. I will just smash through the ground.
Ship uses a btBoxShape, track-pieces are btBvhTriangleMeshShapes. From my tests it doesn't seem that the ship crashes through a static box shape, so the problem must be the btBvhTriangleMeshShape.
Anyone knows a solution to this?
I'm not working with bullet for a long time yet, so I probably don't know if I just have done something stupid in the setup of the engine.
Also I already asked this on the BulletPhysicsforums last month, but haven't got an answer yet.
To get you a better overview of the situation I made a little picture:

Most of the time the ship will just crash through the border marked with the red arrow when I am "fast" enough. This will also happen if I jump off a ramp and do a hard landing afterwards. I will just smash through the ground.
Ship uses a btBoxShape, track-pieces are btBvhTriangleMeshShapes. From my tests it doesn't seem that the ship crashes through a static box shape, so the problem must be the btBvhTriangleMeshShape.
Anyone knows a solution to this?