JimonFramework2 0.3.7 sdk

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night_hawk
Posts: 153
Joined: Mon Mar 03, 2008 8:42 am
Location: Suceava - Romania
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Post by night_hawk »

Well, making a PhysX wrapper is fairly easy. All you need is to update the position of every mesh according to the physics engine... and to create irrlicht meshes in parallel with the physx actors.

As for the JFrameworks, here ya go:
http://nightlair.sourceforge.net/libs/ - there are 2 versions of the JF framework there...

Oh, and hello! I'm new around here.
Falcon
Posts: 36
Joined: Sun Jan 13, 2008 9:24 pm
Location: Z_California

Post by Falcon »

Thanks Night_Hawk! I really appreciate you giving me that link.

So, you are wondering my reasons from your last post. I won't lie, I'm not terribly interested in learning how to program physics. I just need something to work with my game, and the physics included in Irrlicht doesn't have great performance. Having this wrapper speeds things up, because I can easily see what code is for physics and what is for irrlicht without reading the PhysX documentation.

Be mad at me if you want for not wanting to learn on my own, my main focus is to get my team's game demo done by the end of the year. Still looking for a good programmer.

-Dante
-< Dante >
< Industry Senior QA Tester>
< IT Project Manager>
< Independent Programmer>-
Dorth
Posts: 931
Joined: Sat May 26, 2007 11:03 pm

Post by Dorth »

Heh, to get progs, you either need money, interesting project (very!) or some other way to sucker up someone ^^ Good coders usually (usually) won't go for big projects with no forseeable benefits.
Falcon
Posts: 36
Joined: Sun Jan 13, 2008 9:24 pm
Location: Z_California

Post by Falcon »

Ha, very true. That's why I said "looking" not "need" ;).
-< Dante >
< Industry Senior QA Tester>
< IT Project Manager>
< Independent Programmer>-
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