IrrODE - an Irrlicht - ODE wrapper (now with SVN)
Hmm ... the ODE distribution should contain a VisualStudio project, and I think (if I remember correctly) that it compiled without problems on my computer. I think there is quite a good readme about compiling the ODE in the package, you could refer to that.
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Hey Malgodur, trying another phys wrapper eh? I know what a pain it is to have to compile something just to try it out, trust me. I some how got it to compile at one point, and never could again. I ended up using delta3D's ode_single.dll. Would be a lot to download just to get a dll but its one way to do it They may have an snv you can select the file you need from, not sure. Let me know if you still have problems.
it is worth it, this is a very nice wrapper, and best the part is its active.
Brainsaw, let me know if you find the same results I did with my terrain, so I know I'm not nuts.
it is worth it, this is a very nice wrapper, and best the part is its active.
Brainsaw, let me know if you find the same results I did with my terrain, so I know I'm not nuts.
Well, after reading a readme and few tries with premake.exe I finally got project file for Visual Studio 2008. Unfortunatelly now im gettin 54 unresolved externals. I tried to compile with ode_singled.lib from 1.11 ODE release, and also with the same file from latest svn, both cause the same problems. It seems the something is missed in Playground vs project.
edit: I missed libIrrOde.lib?
edit: Works!
edit: I missed libIrrOde.lib?
edit: Works!
I see what you did there....Glad you got it working, now joint the fun!!
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
@link3rn3l: I tried to build a little app (a version of HelloOdeWorld) using a quake3 bsp map and it didn't work. Compiles fine, runs without errors but the sphere falls right through. It seems that it is possible to support quake3 maps with ODE (searched their forum and found one statement saying so), so I'll dig into my code when I find time to (weekend? weather forecast not looking too good anyways)
edit: funny things happening. While my computer here at work does it's daily updates I sometimes just surf the web. After seraching for "Irrlicht ODE" on google.de I found a copy of this thread at http://www.nabble.com/IrrOde---an-Irrli ... 34622.html.
edit: funny things happening. While my computer here at work does it's daily updates I sometimes just surf the web. After seraching for "Irrlicht ODE" on google.de I found a copy of this thread at http://www.nabble.com/IrrOde---an-Irrli ... 34622.html.
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@ulao: (forgot to post this in the morning) I tried your irr file (the original one, terrain rescaled to (10,10,10). In this case a problem I already know gets worse: sometimes (haven't found a solution for that yet) the bodies fall into the tarrain. They don't fall through, but they sort of "sink" into. This also happens with the IrrOdeCar demo. Just take the car, turn right and leave the area with the ramps on. I searched a bit already (when I first noticed it), but I didn't find a solution for that. The strange thing: in some parts of the terrain the car behaves as it should, in some parts it sinks into.
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Didn`t tried it and worked with ODE just for a while some years ago, but this may happen if ODE optimizes the mesh like a 10k terrain mesh to become 8k terrain rigid mesh or something alike. This way the graphical mesh may not be the same as the rigid one, and such inaccuracies may emerge. Just a guess...Brainsaw wrote:@ulao: (forgot to post this in the morning) I tried your irr file (the original one, terrain rescaled to (10,10,10). In this case a problem I already know gets worse: sometimes (haven't found a solution for that yet) the bodies fall into the tarrain. They don't fall through, but they sort of "sink" into. This also happens with the IrrOdeCar demo. Just take the car, turn right and leave the area with the ramps on. I searched a bit already (when I first noticed it), but I didn't find a solution for that. The strange thing: in some parts of the terrain the car behaves as it should, in some parts it sinks into.
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
I don't think that this is the problem, because I use the ODE option to register a callback instead of passing an array with height data. This way ODE always gets the height data directly from the Irrlicht terrainmesh. I think I'll have to play around a little bit with the parameters of the callback registration function.
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interesting, let me know how this goes or if you need anything from me to help you. If you know the section of your source thats not playing fair let me know maybe I can take a stab.Brainsaw wrote:@ulao: (forgot to post this in the morning) I tried your irr file (the original one, terrain rescaled to (10,10,10). In this case a problem I already know gets worse: sometimes (haven't found a solution for that yet) the bodies fall into the tarrain. They don't fall through, but they sort of "sink" into. This also happens with the IrrOdeCar demo. Just take the car, turn right and leave the area with the ramps on. I searched a bit already (when I first noticed it), but I didn't find a solution for that. The strange thing: in some parts of the terrain the car behaves as it should, in some parts it sinks into.
,see what you did there....
I searched the ODE user group yesterday, and it seems that this terrain issue is a bug in ODE that has been inserted with a patch somewhere around version 0.6. I'll try to test version 0.11.1 this weekend, maybe that helps.
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OK, some more search on the ODE page brought me to this discussion:
http://groups.google.com/group/ode-user ... eightfield
Maybe I should make it possible to use the workaround suggested by one of their developers:
http://groups.google.com/group/ode-user ... eightfield
Maybe I should make it possible to use the workaround suggested by one of their developers:
For that I'll have to do some modifications, mainly to the CIrrOdeGeomTrimesh class. But as I want to add support for quake3 maps as well I could also implement the trimesh to use the Irrlicht TerrainSceneNode as source for the data.Probably because the easiest workaround is to just use a trimesh for a
terrain, nobody completely fixed the heightfield issues.
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Well ... but using trimeshes gives another problem you might run into: fast moving objects will pass the terrain without a contact (step 1: object 10m above tarrain. step 2: object moved down 20m). I got an idea on how to solve this as well, but I'm not sure when I find the time to do so.
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