Physics wrappers for different engines

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3DModelerMan
Posts: 1691
Joined: Sun May 18, 2008 9:42 pm

Physics wrappers for different engines

Post by 3DModelerMan »

Okay, I have searched and searched, but I have'nt found a good physics wrapper, with good docs, tumle just does'nt want to work, I don't care wich physics engine it's a wrapper for, as long as it does'nt cost any money to use in an indie project that I will sell.
Thanks :D .

P.S
I use code::blocks with the GNU GCC compiler.
That would be illogical captain...

My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
JP
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Post by JP »

There's loads of other physics wrappers for irrlicht... IPhysics, IrrNewt... i think there's a bullet one too...

If they don't work then either ask the authors for help or just use the physics engines without the wrappers.
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3DModelerMan
Posts: 1691
Joined: Sun May 18, 2008 9:42 pm

umm

Post by 3DModelerMan »

I did'nt think that Irrnewt worked with irrlicht1.4.1 though.
That would be illogical captain...

My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
night_hawk
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Post by night_hawk »

It's not a wrapper, but it has all the functions a low-level project might need. I'm talking about my set of 3 tutorials for PhysX of course...
stevend
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Joined: Sat Mar 01, 2008 7:18 pm

Post by stevend »

I did'nt think that Irrnewt worked with irrlicht1.4.1 though.
you just have to fix all the borken code its mostly warnings in the header includes and like 6 errors in the code. just some api changes.
aboeing
Posts: 16
Joined: Sat Oct 07, 2006 7:50 pm

Post by aboeing »

you can try the PAL physics engine wrapper, it uses a number of different physics engines:
http://pal.sf.net/ it has a tutorial for integrating it with irrlicht.[/url]
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