Search found 98 matches

by Nick_Japan
Tue Jun 19, 2007 10:10 pm
Forum: Project Announcements
Topic: IPhysics - Newton/Irrlicht framework
Replies: 338
Views: 117344

Hi everyone, I'm not working on IPhysics any more (I've handed the project over to Rapchik), but there is something I should really point out: It seems a lot of people are experiencing a lot of pain trying to compile IPhysics using the static lib. I would strongly advise you not to bother and just c...
by Nick_Japan
Tue Jan 16, 2007 11:52 pm
Forum: Project Announcements
Topic: IPhysics - Newton/Irrlicht framework
Replies: 338
Views: 117344

Hiya all, First of all, many many thanks to RapchikProgrammer for his great work on upgrading IPhysics. Sorry I haven't been around much - new job has taken up all of my programming brainspace... Anyway, hopefully this weekend I'll try and do an official release incorporating all RapchikProgrammer's...
by Nick_Japan
Wed Dec 06, 2006 12:12 pm
Forum: Project Announcements
Topic: IPhysics - Newton/Irrlicht framework
Replies: 338
Views: 117344

Ah yes - sorry for all this confusion about the .a library. Basically, the one on my website is for IPhysics 1.1, so it won't work with the current release - I really should take it down. If you are using an IDE that doesn't play well with .lib libraries built with Visual C++, then for now either co...
by Nick_Japan
Tue Dec 05, 2006 9:42 am
Forum: Project Announcements
Topic: IPhysics - Newton/Irrlicht framework
Replies: 338
Views: 117344

Hi all, glad this is still of interest. Sorry there have been no updates for a while - I've just started a new job and am just generally knackered at the end of the day. However, I have made some progress on character controllers and it well get done, slowly but surely. About debug rendering, the Ne...
by Nick_Japan
Fri Nov 17, 2006 12:42 pm
Forum: Project Announcements
Topic: IPhysics - Newton/Irrlicht framework
Replies: 338
Views: 117344

Sorry all for lack of updates recently - my laptop broke 3 weeks ago, but should get it back any day now. I have started implementing character control, so shouldn't be long now. Don't worry, IPhysics is very much alive!
by Nick_Japan
Fri Nov 03, 2006 7:49 pm
Forum: Project Announcements
Topic: IPhysics - Newton/Irrlicht framework
Replies: 338
Views: 117344

@y2hstar: You need to make the world size bigger - use setWorldSize(). @Baiame: There might be a library mismatch between the .a and the changes I made about a week ago, as I can't compile the .a files myself. (Well, I just need to install Code::Blocks) - I would recommend just using IPhysics from s...
by Nick_Japan
Sun Oct 29, 2006 11:33 am
Forum: Project Announcements
Topic: IPhysics - Newton/Irrlicht framework
Replies: 338
Views: 117344

Whoah! Scratch that - laptop has just exploded. Currently posting on my whizzy new mobile. At least i'm not in japan any more, where repairs take upwards of a month. Get well soon cards welcome at the usual address
by Nick_Japan
Sun Oct 29, 2006 8:42 am
Forum: Project Announcements
Topic: IPhysics - Newton/Irrlicht framework
Replies: 338
Views: 117344

@The Pie God: IPhysics should work quite happily on OSX - it's just a set of wrapper classes in C++, nothing platform specific there. I don't know if the precompiled libraries would work though (the .lib was made with MS Visual C++ - wouldn't bet on it), so probably the best way is just to include t...
by Nick_Japan
Mon Oct 23, 2006 3:32 pm
Forum: Project Announcements
Topic: IPhysics - Newton/Irrlicht framework
Replies: 338
Views: 117344

@jaytea: Fixed - there was a muddle in my meshbuffer loop. Many thanks for sending me that. The download page now hosts the updated version. For anyone else having trouble using IPhysics with a mesh with multiple mesh buffers, it should be fixed now.
by Nick_Japan
Mon Oct 23, 2006 2:27 pm
Forum: Project Announcements
Topic: IPhysics - Newton/Irrlicht framework
Replies: 338
Views: 117344

@jaytea, klikmaster: I really need to have a look at the meshes you're trying to load - if you could post a link to the mesh or email it to me that would be great. I have a couple of theories, but without being able to replicate the problem myself it's very difficult for me to fix it. @3ddev: I inte...
by Nick_Japan
Sat Oct 21, 2006 10:39 pm
Forum: Project Announcements
Topic: IPhysics - Newton/Irrlicht framework
Replies: 338
Views: 117344

@raven_coda: Ah, that's not quite what carBodyOffset is for. Basically, you need your mesh to be built in your modeller exactly as you want it to come out in the engine. So for your monster truck, if you want it to be higher up, you need to do that in your modeller and then export it again at the ri...
by Nick_Japan
Sat Oct 21, 2006 6:31 pm
Forum: Project Announcements
Topic: IPhysics - Newton/Irrlicht framework
Replies: 338
Views: 117344

@3ddev: I'm not sure about the Irrlicht SVN problems as I don't use it myself. Regarding the IPhysics linking problems, when you say you've included IPhysics.h, have you set the the include directory in Dev C++ to the IPhysics include directory? It looks like it's including IPhysics.h but can't find...
by Nick_Japan
Fri Oct 20, 2006 1:49 pm
Forum: Project Announcements
Topic: IPhysics - Newton/Irrlicht framework
Replies: 338
Views: 117344

@ComputerWhiz: No .NET support planned - sorry.

One thought about example 2 going really slow and freezing: try using the UM_EVERY_FRAME update mode. (Add this line somewhere: physics.setUpdateMode(UM_EVERY_FRAME) ) - let me know if that helps.
by Nick_Japan
Thu Oct 19, 2006 8:47 am
Forum: Project Announcements
Topic: IPhysics - Newton/Irrlicht framework
Replies: 338
Views: 117344

@alogon: to get your own event receiver working, you still need to tell Irrlicht to use it, either by passing it to createDevice() or using setEventReceiver(). Also, make sure you've got the function signuature exactly the same - if you put onEvent instead of OnEvent or something like that it'll jus...
by Nick_Japan
Wed Oct 18, 2006 8:28 pm
Forum: Project Announcements
Topic: IPhysics - Newton/Irrlicht framework
Replies: 338
Views: 117344

Hiya all, sorry - been crazy busy these last few days with job interviews. @klikmaster: The scene node part shouldn't be the problem; that's only used to set the scale and store for any callbacks. Looking at the code you posted earlier, I understand that it crashes when you try to create the physics...