Thanks Jorge.
The archive version of the SDK is now available at Sourceforge.
Search found 371 matches
- Mon Apr 16, 2012 1:15 am
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 169869
- Tue Apr 10, 2012 3:13 pm
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 169869
Re: irrBullet 0.1.71 - Bullet physics wrapper
irrBullet 0.1.8 has been released. Please go to http://www.skyreignsoftware.com/product/irrbullet to download it. - Josiah What are the main changes between 0.1.71 and 0.1.8 ? Recommend to update from 0.1.71? Also a archive package would be nice (for non Windows users). Btw, your website still says...
- Tue Apr 10, 2012 12:18 am
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 169869
Re: irrBullet 0.1.71 - Bullet physics wrapper
irrBullet 0.1.8 has been released.
Please go to http://www.skyreignsoftware.com/product/irrbullet to download it.
- Josiah
Please go to http://www.skyreignsoftware.com/product/irrbullet to download it.
- Josiah
- Thu Feb 23, 2012 3:35 am
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 169869
Re: irrBullet 0.1.71 - Bullet physics wrapper
Hi Zerochen, I greatly appreciate you reporting these findings to me so that I could fix them. These are quite surprising as they are not things that I would do in a normal state-of-mind, but I've worked a lot on IrrBullet when I was tired, hurrying, or concentrating on deep implementations or big c...
- Sat Dec 24, 2011 11:37 pm
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 169869
Re: irrBullet 0.1.71 - Bullet physics wrapper
Hi Baiqian, Change "setWalkDirection" to "setPositionIncrementPerSimulatorStep." I apologize for these problems with the SVN code. I didn't update the example after I changed the API because I've been busy with other work. The function name "setPositionIncrementPerSimulatorS...
- Mon Dec 19, 2011 8:05 pm
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 169869
Re: irrBullet 0.1.71 - Bullet physics wrapper
Hi Baiqian,
For some reason Tortoise SVN requires me to manually accept new files now before it sends them to the repository.
I've updated the trunk with the new files, and it should work.
Thanks for bringing this to my attention.
For some reason Tortoise SVN requires me to manually accept new files now before it sends them to the repository.
I've updated the trunk with the new files, and it should work.
Thanks for bringing this to my attention.
- Mon Dec 19, 2011 8:14 am
- Forum: Advanced Help
- Topic: Paying for physics integration (character controller).
- Replies: 16
- Views: 2105
Re: Paying for physics integration (character controller).
Justei already knows and uses this, but just for the record:
I recently added the kinematic character controller to irrBullet.
It's only available from the SVN currently.
I recently added the kinematic character controller to irrBullet.
It's only available from the SVN currently.
- Mon Dec 19, 2011 1:07 am
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 169869
Re: irrBullet 0.1.71 - Bullet physics wrapper
Hi Baiqian,
I actually just came here to announce that irrBullet now has a kinematic character controller implementation, which can be found in the irrBullet SVN trunk.
Try updating the source with the SVN trunk and then rebuild.
I actually just came here to announce that irrBullet now has a kinematic character controller implementation, which can be found in the irrBullet SVN trunk.
Try updating the source with the SVN trunk and then rebuild.
- Fri Nov 04, 2011 11:28 pm
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 169869
Re: irrBullet 0.1.71 - Bullet physics wrapper
Hi eejin,
Are they in the bin/ folder or bin/win32_gcc? They should be in the latter.
- Josiah
Are they in the bin/ folder or bin/win32_gcc? They should be in the latter.
- Josiah
- Thu Nov 03, 2011 11:04 pm
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 169869
Re: irrBullet 0.1.71 - Bullet physics wrapper
eejin: You first need to have the Irrlicht engine SDK installed, of course. Finally, you need to tell your compiler where to find libIrrlicht.a. The examples probably can't open their media files if you're running them from within the IDE with an improper working directory. Moreover, I verified the ...
- Wed Nov 02, 2011 10:35 am
- Forum: Code Snippets
- Topic: Another Flag Scene Node
- Replies: 12
- Views: 3554
Re: Another Flag Scene Node
This is very impressive. The flag animation looks great and quite fluid.
Well done.
Well done.
- Wed Oct 26, 2011 10:14 pm
- Forum: Game Programming
- Topic: Valve Left 4 Dead AI document
- Replies: 8
- Views: 2881
Re: Valve Left 4 Dead AI document
This is a nice find! Thank you for sharing it.
- Mon Oct 17, 2011 6:10 am
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 169869
Re: irrBullet 0.1.71 - Bullet physics wrapper
Hi Rocko, I found this leak with the motion state last week but I didn't want to report anything here until I confirmed that I didn't miss something since I haven't touched irrBullet's code in many months. Right now I can't promise a new release or even an SVN update, but I will try my best to get o...
- Sun Oct 09, 2011 8:01 pm
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 169869
Re: irrBullet 0.1.71 - Bullet physics wrapper
I am running leak checks on my code, and finding a slew of stuff with the physics engine... Hi Rocko, You are correct; you're making the memory leaks yourself. Use this function to remove a collision object (both softbody and rigidbody): void irrBulletWorld::removeCollisionObject(ICollisionObject* ...
- Sun Oct 02, 2011 4:24 pm
- Forum: Everything 2d/3d Graphics
- Topic: 2D Effects Feedback
- Replies: 7
- Views: 1490
Re: 2D Effects Feedback
It works for me on Windows 7 64-bit.
The effects are great, and I actually felt compelled to play a few extra games. It's good when a game can do that. Good job.
Make sure you include different difficulty levels for the opponent. Right now he's kind of a pro.
The effects are great, and I actually felt compelled to play a few extra games. It's good when a game can do that. Good job.
Make sure you include different difficulty levels for the opponent. Right now he's kind of a pro.