Search found 53 matches
- Sat Aug 25, 2007 5:57 pm
- Forum: Project Announcements
- Topic: Bullet physics demo
- Replies: 69
- Views: 47926
- 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...
- Sat Aug 25, 2007 3:49 pm
- Forum: Project Announcements
- Topic: Bullet physics demo
- Replies: 69
- Views: 47926
- Tue Jul 24, 2007 3:40 pm
- Forum: Project Announcements
- Topic: Bullet physics demo
- Replies: 69
- Views: 47926
- 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...
- 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)
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)
- 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...
- 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...
- 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, ...
- 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...
- 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 ...
- Tue Dec 19, 2006 11:25 am
- Forum: Project Announcements
- Topic: Bullet physics demo
- Replies: 69
- Views: 47926
- 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...
- 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...
- Mon Dec 18, 2006 7:27 pm
- Forum: Bug reports
- Topic: X file bounding box bug
- Replies: 2
- Views: 424