Bullet would indeed fit the job description. I also believe there is a Bullet/Irrlicht integration demo (with source) lying around somewhere too.
--EK
Search found 313 matches
- Thu Jul 12, 2007 12:19 am
- Forum: Open Discussion and Dev Announcements
- Topic: New Physic System
- Replies: 30
- Views: 3776
- Wed Jun 06, 2007 3:52 am
- Forum: Open Discussion and Dev Announcements
- Topic: OpenGL 3.0 etc
- Replies: 19
- Views: 2671
- Mon May 14, 2007 4:00 am
- Forum: Project Announcements
- Topic: fast planet rendering
- Replies: 151
- Views: 60815
- Wed May 09, 2007 1:21 am
- Forum: Open Discussion and Dev Announcements
- Topic: Scripting language choice
- Replies: 29
- Views: 8016
Slight Clarification
Actually the efficiency of Stackless comes from the fact that it does not use THREADS for multi-tasking, but instead relies on co-operative multi-tasking (of which C stack switching is only a necessary part). I too use Stackless & Richard Tew recently uploaded my example implementation to the St...
- Tue Jan 02, 2007 7:55 pm
- Forum: Off-topic
- Topic: The Best Physic Engine for commercial,multiplatform project?
- Replies: 25
- Views: 2893
- Tue Jan 02, 2007 7:53 pm
- Forum: Project Announcements
- Topic: SuperScaryGayme!
- Replies: 32
- Views: 6622
- Sun Dec 31, 2006 2:49 am
- Forum: Project Announcements
- Topic: SuperScaryGayme!
- Replies: 32
- Views: 6622
- Fri Dec 29, 2006 10:09 pm
- Forum: Project Announcements
- Topic: SuperScaryGayme!
- Replies: 32
- Views: 6622
- Thu Dec 28, 2006 9:24 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Irrlicht embedded in a wxWidgets control
- Replies: 40
- Views: 21151
- Wed Dec 27, 2006 5:17 am
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Irrlicht embedded in a wxWidgets control
- Replies: 40
- Views: 21151
No offense, kornerr - but there is no requirement for people to provide you with source and/or modified Irrlicht files. If they do do it - that's great. If not, well, that's life. Remember that under the open source license used by Irrlicht, nobody is compelled to release code they don't want to (a ...
- Thu Dec 21, 2006 12:00 am
- Forum: Open Discussion and Dev Announcements
- Topic: Soft shadows
- Replies: 14
- Views: 2272
- Mon Dec 18, 2006 11:02 pm
- Forum: Project Announcements
- Topic: Bullet physics demo
- Replies: 69
- Views: 47892
Only use Bullet now, ODE's solver is not perfect. Well, to be honest here - neither is Bullet's - although I personally prefer it at the moment. Once it's speed picks up a little - I think it will easily outclass ODE, but at the moment there is still some speed benefit in using Bullet's collision w...
- Mon Dec 18, 2006 10:56 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Soft shadows
- Replies: 14
- Views: 2272
DX 10: Soft shadows will be as fast in DX 10 as they will be in OpenGL. Remember that DX 10 is simply an interface to the underlying hardware. I give you 10 to 1 odds that anything the DX 10 interface has not possible in OpenGL 2 will be made available thru OpenGL extensions. Speed: Soft-shadowing ...
- Tue Dec 12, 2006 5:22 am
- Forum: Code Snippets
- Topic: irr::core::map replacemant of the one from STL
- Replies: 20
- Views: 6472
No offense, hybrid, but I think you're being a little too paranoid. Red/black tree implementations have been described ad nauseum by computer science professors since the dawn of assembly code. There are so many overlapping implementations that unless there were exact code matches - it would be next...
- Mon Dec 11, 2006 1:08 am
- Forum: Code Snippets
- Topic: irr::core::map replacemant of the one from STL
- Replies: 20
- Views: 6472
Well, red/black tree implementations are a dime a dozen. That and there really is only a limited number of ways it can be done - so unless you have strong evidence it came from GCC, I would think it safe. Seriously - I can code a red/black implementation from scratch and it would probably look quite...