Search found 153 matches

by Zurzaza
Fri Apr 05, 2013 4:06 pm
Forum: Project Announcements
Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
Replies: 200
Views: 93004

Re: irrBP - An Irrlicht - Bullet Physics Wrapper

Thank you everyone for downloading and testing irrBP. Thank you also for reporting me bugs and improvements to do in this wrapper. Unfortunately i have no more time for this project and the irrBP development (as you can see) is stuck. That because i ended my studies at high school and i started my a...
by Zurzaza
Mon May 07, 2012 5:07 pm
Forum: Advanced Help
Topic: Quake 3 Transparent Textures
Replies: 1
Views: 578

Quake 3 Transparent Textures

Hi everyone, I need to import a quake 3 map into my project, also using q3 shaders. I've imported the function stored in "q3factory.h\cpp" files (That are use in the example 21-Quake3explorer), all goes ok...except that some textures (for example leafs) has no transparent background. Using...
by Zurzaza
Mon Feb 13, 2012 12:37 pm
Forum: Project Announcements
Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
Replies: 200
Views: 93004

Re: irrBP - An Irrlicht - Bullet Physics Wrapper

irrBP 0.41 on the air!
No code reviews. Only projects updates and libraries update(bullet 2.79).
by Zurzaza
Wed Jan 18, 2012 5:46 pm
Forum: Project Announcements
Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
Replies: 200
Views: 93004

Re: irrBP - An Irrlicht - Bullet Physics Wrapper

Hi all, here i am with the first step for a new irrBP release that will be finished in a few weeks. Now, after a lot of emails and posts on this forum, i finally decided to create a MSVC 2010 solution for irrBP, and to drop MSVC 2005\2008 support. Until release of irrBP 0.41, the vc2010 solution wil...
by Zurzaza
Sat Jan 14, 2012 10:08 am
Forum: Project Announcements
Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
Replies: 200
Views: 93004

Re: irrBP - An Irrlicht - Bullet Physics Wrapper

You are using different runtime libraries in your project. Try to set the same library for bullet and irrbp, than you (can) need to recompile irrbp because the library has been compiled for vs2005. Please also try to compile bullet and irrbp before your project. If irrbp compiles properly, the probl...
by Zurzaza
Tue Jun 28, 2011 10:04 am
Forum: Project Announcements
Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
Replies: 200
Views: 93004

Thank you all for the support. In the last month i had a lot of works to do, so i was away from my PC. In the next days i'll release a new svn update (and a minor packet release) with all your updates. @nyfinscyf: Character controllers have been implemented, but in a "virtual" classs. So i...
by Zurzaza
Sun May 15, 2011 8:13 am
Forum: Project Announcements
Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
Replies: 200
Views: 93004

In the last SVN, that i've just released, there is a function called "removeConstraint" to remove the constraint. In your example you were wrong twice: 1) If you call a "raw" bullet function, you need to use bullet's "raw" pointers, that you can extract with "getPt...
by Zurzaza
Sun May 08, 2011 8:10 am
Forum: Project Announcements
Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
Replies: 200
Views: 93004

Re: problem with example_vehicle.cpp

Hi I am trying to implement a car simulation. I just solved linking problems and compiled the example_vehicle.cpp. But nothing happened in response to mouse left click. My car (object) doesn't move even if I set the applyEngineForce() in the while(device->run()) loop. Is there any comment? Hi, sorr...
by Zurzaza
Fri Apr 29, 2011 3:44 pm
Forum: Project Announcements
Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
Replies: 200
Views: 93004

uhm, why do you not rotate the body, by simply using nodeBP->setRotation()? Any Modify to the irrlicht' node status (like rotation or position) won't be visible after a bullet step. Simply use that. If you rotate the body, the node would rotate too (same thing for the position)
by Zurzaza
Tue Apr 05, 2011 3:54 pm
Forum: Project Announcements
Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
Replies: 200
Views: 93004

Re: License question

ehi chisser, sorry for my late reply, but i had problem with my pc during last days. The SA condition of Creative Commons, is also called CopyLeft.. From wikipedia : Copyleft is a general method for making a program (or other work) free (libre), and requiring all modified and extended versions of th...
by Zurzaza
Tue Mar 29, 2011 3:34 pm
Forum: Project Announcements
Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
Replies: 200
Views: 93004

New Features: > Multithreaded Bullet (Bullet has some leaks [about 300-400 bytes] when using multithread, sorry but i can't solve them) try valgrind if you have a linux machine, it should give you some hints where to look at. I tried MLD (Valgrind for visual studio), but it seems that the leak is i...
by Zurzaza
Tue Mar 29, 2011 1:53 pm
Forum: Project Announcements
Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
Replies: 200
Views: 93004

Last night, i uploaded the lastest version of irrBP.
New Features:
> Multithreaded Bullet (Bullet has some leaks [about 300-400 bytes] when using multithread, sorry but i can't solve them)
> Lot of bug fixes
> Camera Scene Node (Beta)
> Source code more clean
by Zurzaza
Wed Mar 23, 2011 6:00 pm
Forum: Project Announcements
Topic: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
Replies: 422
Views: 174767

Yes, i followed the 2nd tutorial (I Simply converted from c# to c++). This is my code snippet: private: System::Void button1_Click(System::Object^ sender, System::EventArgs^ e) { IrrlichtLime::Core::Dimension2Di di(100,100); IrrlichtLime::IrrlichtCreationParameters ^pa = gcnew IrrlichtCreationParame...
by Zurzaza
Wed Mar 23, 2011 5:59 pm
Forum: Project Announcements
Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
Replies: 200
Views: 93004

Does anybody have a idea how I could implement a simple function like bool OnGround() using IrrBP? I know how to do it with the default Irrlicht collision manager (shoot a ray from character base position to -10 by Y axis from character base position - if collided, then the char is on ground). Edit...
by Zurzaza
Tue Mar 22, 2011 9:23 pm
Forum: Project Announcements
Topic: Irrlicht Lime is a .NET wrapper for Irrlicht Engine
Replies: 422
Views: 174767

Hi, i'm using your wrapper, and I found It very helpful! I'm using it on a Managed C++ Project, I added a Panel to show the irrlicht's output..but...everything is blank! The panel doesn't change his color, but the FPS counter works! I found that the problem is in the irrlicht's parameters initializa...