Search found 53 matches

by nomad
Sat Aug 25, 2007 5:57 pm
Forum: Project Announcements
Topic: Bullet physics demo
Replies: 69
Views: 47926

OK, the demo now works with Irrlicht 1.3.1. Download from the original link.
by nomad
Sat Aug 25, 2007 3:58 pm
Forum: Project Announcements
Topic: Bullet physics demo
Replies: 69
Views: 47926

Yes, there is a problem compiling against Irrlicht 1.3.1, since the demo was built against Irrlicht 1.2. So the Irrlicht.dll that comes with the demo is incompatible with the 1.3.1 SDK. You need to copy the new Irrlicht.dll from the 1.3.1 SDK into the demo root folder, to replace the old Irrlicht.dl...
by nomad
Sat Aug 25, 2007 3:49 pm
Forum: Project Announcements
Topic: Bullet physics demo
Replies: 69
Views: 47926

The demo compiles correctly against Irrlicht 1.2 on VC7. I assume you cannot compile it correctly - what exactly is the compiler error? Are you missing some files?
by nomad
Tue Jul 24, 2007 3:40 pm
Forum: Project Announcements
Topic: Bullet physics demo
Replies: 69
Views: 47926

BlindSide wrote:Hey I am wondering what your license is for the demo code and whether its ok to use it in other projects? I found the framework very well made and useful.
Yes, use the demo anyway you like. Glad it was useful :)
by nomad
Tue May 22, 2007 7:47 pm
Forum: Project Announcements
Topic: Bullet physics demo
Replies: 69
Views: 47926

Hi there Nomad! Thank you for post this nice resource. That rocks! I noticed the flickering shadows. How many light sources are you using? Just the single light source. The flickering shadow problem is an Irrlicht bug. I'm working on other things at the moment so I haven't looked into this in detai...
by nomad
Sat Jan 27, 2007 4:45 pm
Forum: Advanced Help
Topic: projection
Replies: 9
Views: 1031

This might help...
http://www.riemers.net/eng/Tutorials/XN ... eries3.php
It's XNA / C#, but it shows the principals behind shadow mapping (although not a very good implementation)
by nomad
Wed Jan 03, 2007 4:24 pm
Forum: Off-topic
Topic: The Best Physic Engine for commercial,multiplatform project?
Replies: 25
Views: 2902

i am still looking forward to the tutorial on bullet and irrlicht implementation :) I've added an HTML tutorial to my original hello world example. It's done in the same format as the Irrlicht examples. You will need to change some of the compiler settings if you are using a newer version of Bullet...
by nomad
Fri Dec 22, 2006 3:21 pm
Forum: Project Announcements
Topic: Bullet physics demo
Replies: 69
Views: 47926

Erwin Coumans (Bullet author) asked for some debug statistics like percentage CPU usage for Bullet. I've added a window with Bullet profiling data, using Bullet's really useful profiling class, btProfiler. Apart from that, it's the much the same as before, just a few graphical tweaks (wireframe, AAB...
by nomad
Wed Dec 20, 2006 10:33 pm
Forum: Project Announcements
Topic: Bullet physics demo
Replies: 69
Views: 47926

Yes the spheres have a much larger poly count than the other objects (266 verts per sphere, 22 verts per cylinder) and they really do cut the framerate down. The scene was done in MAX and exported as a MY3D file. OK for small scenes, but not much use for a large map. Also, I had to light the scene, ...
by nomad
Wed Dec 20, 2006 10:16 am
Forum: Project Announcements
Topic: Bullet physics demo
Replies: 69
Views: 47926

i am getting low framerates, like 40. Thanks for the feedback. I have to add about 200-400 objects to get the FPS below 15, but maybe that's just down to my graphics card. The framerate is VSYNCd so you probably won't get more than 60fps anyway, but I'm going to add some debug display options and t...
by nomad
Tue Dec 19, 2006 12:12 pm
Forum: Project Announcements
Topic: Physics User Kit - initial source release
Replies: 3
Views: 1093

A proper Irrlicht-Bullet integration would be great, I thought about having a go myself but I'm working on a map editor at the moment which will generate collision data for Bullet, that's taking my time up for now. So best of luck! Are you planning to modify Irrlicht (maybe an IAnimatedPhysicalMesh ...
by nomad
Tue Dec 19, 2006 11:25 am
Forum: Project Announcements
Topic: Bullet physics demo
Replies: 69
Views: 47926

Hmm... I guess I should have put some instructions in the original post - they are in readme.txt, but just hit 1-6 to add objects, and shoot to remove objects. :?
by nomad
Tue Dec 19, 2006 11:13 am
Forum: Project Announcements
Topic: Bullet physics demo
Replies: 69
Views: 47926

Thanks, EK, glad you liked the demo :) Yes ODE's solver is faster, I suppose it all comes down to what you want to do with the library. ODE won't handle a sphere rolling in a groove, Bullet does not like face-face collisions, ODE has some features Bullet lacks. But providing Erwin continues developm...
by nomad
Mon Dec 18, 2006 10:44 pm
Forum: Beginners Help
Topic: move node "forward" regarding direction
Replies: 4
Views: 627

You could rotate a unit vector to match the node orientation, then move along that vector, something like this: vector3df pos = node->getPosition(); vector3df rot = node->getRotation(); //get direction matrix4 m; m.setRotationDegrees(rot); vector3df dir(0,0,1); m.rotateVect(dir); //now dir matches n...
by nomad
Mon Dec 18, 2006 7:27 pm
Forum: Bug reports
Topic: X file bounding box bug
Replies: 2
Views: 424

This is pretty trivial, but it shows the problem, when used to load this mesh: http://www.sideshoot.com/downloads.rock.X (same problem with earth.X, one of the Irrlicht sample meshes so I guess this is not a mesh problem) #include "irrlicht.h" using namespace irr; using namespace core; usi...