IrrODE - an Irrlicht - ODE wrapper (now with SVN)
Nice to hear you succeeded. Should I include the lib in the download-version of IrrODE? If I did so you could also provide the VC2005 project files.
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Yes, of course...you can add that to your project archive
Ok, i also included the .sln & .vcproj file.
You can download them from previous link (Link).
I remember that, if you want to compile, you need to re-set the include folders (see readme).
Ok, i also included the .sln & .vcproj file.
You can download them from previous link (Link).
I remember that, if you want to compile, you need to re-set the include folders (see readme).
OK, I included your project, your libs and your readme file into the package and uploaded it. Thanks for the contribution.
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OMG, i need your help again brain
I didn't understand correctly the defference between the "Geom" Objects of IrrOde.
Can you make a little documentation about (what this object can/cannot do):
# CIrrOdeGeomBox()
# CIrrOdeGeomCapsule()
# CIrrOdeGeomCylinder()
# CIrrOdeGeomHeightfield()
# CIrrOdeGeomPlane()
# CIrrOdeGeomRay()
# CIrrOdeGeomSphere()
# CIrrOdeGeomTrimesh()
I understood what means Box,Sphere, Cylinder...particulary i can't find a nice definition about trimesh...when to use it? when to use another Geom object?
Thank you again
I didn't understand correctly the defference between the "Geom" Objects of IrrOde.
Can you make a little documentation about (what this object can/cannot do):
# CIrrOdeGeomBox()
# CIrrOdeGeomCapsule()
# CIrrOdeGeomCylinder()
# CIrrOdeGeomHeightfield()
# CIrrOdeGeomPlane()
# CIrrOdeGeomRay()
# CIrrOdeGeomSphere()
# CIrrOdeGeomTrimesh()
I understood what means Box,Sphere, Cylinder...particulary i can't find a nice definition about trimesh...when to use it? when to use another Geom object?
Thank you again
Let me put it in other words: the "simple" geoms just use the size of the 3d object with a fixed shape (like a box), whereas the trimesh uses the actual 3d data of the object. It takes a lot more processing time to do collision detection with trimeshes than with boxes or spheres, but it's more accurate. I use simple geoms whereever possible and normally just have a trimesh for the actual level to play.
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- Posts: 3
- Joined: Sat Apr 10, 2010 1:01 am
destructible terrain
Hi there
Any idea how to make a destructible terrain using IrrODE:
root node > world node > ITerrainSceneNode > CIrrOdeGeomHeightfield
??
I'm doin a Worms kinda game and so far I was able to do a destructible terrain without ODE by creating another ITriangleSelector from the modified terrain and applying it to a new ISceneNodeAnimatorCollisionResponse... removing the old one.
Now, trying to make it work with IrrODE and didn't find a way to do it yet... I've tried to update the ITriangleSelector of the CIrrOdeGeomHeightfield but didn't work... Then tried to make a new instance of geom heightfield every time the terrain get modified but... visually you see the terrain rendering vertex changing but not the collision detection system...
Besides... I really like all the work on IrrODE keep it up!
For a newb to game dev using engins like me... I give my 2 thumbs up!
Any idea how to make a destructible terrain using IrrODE:
root node > world node > ITerrainSceneNode > CIrrOdeGeomHeightfield
??
I'm doin a Worms kinda game and so far I was able to do a destructible terrain without ODE by creating another ITriangleSelector from the modified terrain and applying it to a new ISceneNodeAnimatorCollisionResponse... removing the old one.
Now, trying to make it work with IrrODE and didn't find a way to do it yet... I've tried to update the ITriangleSelector of the CIrrOdeGeomHeightfield but didn't work... Then tried to make a new instance of geom heightfield every time the terrain get modified but... visually you see the terrain rendering vertex changing but not the collision detection system...
Besides... I really like all the work on IrrODE keep it up!
For a newb to game dev using engins like me... I give my 2 thumbs up!
-
- Posts: 3
- Joined: Sat Apr 10, 2010 1:01 am
Destructible terrain
Make sense!Dorth wrote:I believe Worms use pixel-precise collision in all their 2d games. Most likely their field in split in sections, worms and object are mask compared to one another and the terrain and voilà.
But I should say that It's a kinda worms game but in 3D
Anyway I looked around and notice that its all about the getHeight method of ITerrainSceneNode. On every rendering calls, ODE get to call this method and get the initial TerrainData "unchanged" even if the rendering buffer changed.
So I made a quick patch to redirect the ODE to the rendering buffer and it works!
in coding language... the patch redirection looks like changing the CTerrainSceneNode::getHeight method
changing line
line (const video::S3DVertex2TCoords*)Mesh.getMeshBuffer(0)->getVertices();
to
->getRenderBuffer()->getVertices();
@jacercutio: can you specify the position of the line you modified? Couldn't find it in the IrrODE wrapper source, but that would really be an intersting feature.
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Hi, anyone is using it on linux?
I compiled IrrOde wrapper as a static lib, then compiled the helloworld example and during execution it is crashing, just saying there is a malloc() error :
Dev specs
I compiled IrrOde wrapper as a static lib, then compiled the helloworld example and during execution it is crashing, just saying there is a malloc() error :
The instruction causing the crash isLoaded mesh: ../../data/box.3ds
Loaded texture: /home/bibi/ode/data/box0.jpg
*** glibc detected *** ./hello: malloc(): memory corruption: 0x08baeae8 ***
Without this it runs fine, but no physics.CIrrOdeGeomBox *bx=reinterpret_cast<CIrrOdeGeomBox *>(smgr->addSceneNode(CIrrOdeSceneNode::nodeNameToC8(IRR_ODE_GEOM_BOX_NAME),Node));
Dev specs
Any idea? thanks in advanceLinux Ubuntu karmic koala (the latest)
g++ 4.4.1
Irrlicht 1.7.1 compiled from source, works fine
libode 2.0.11.4 installed from official repository
Hmm ... I don't know the libode from the official repository, maybe you could try ode 0.11.1 from http://opende.sourceforge.net/, at least that's the version that I am using with Windows without problems.
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ok, i'm going to brake my mind with this problem.
I added my map into scenenode, similar to the 1st tutorial, with a little sphere that must bounce, but it seems there are no collision with the trimesh scene (map scene).
If i change the map texture into the box one provided with the engine, all works fine...why the sphere don't collide with my map?
Any idea?
I added my map into scenenode, similar to the 1st tutorial, with a little sphere that must bounce, but it seems there are no collision with the trimesh scene (map scene).
If i change the map texture into the box one provided with the engine, all works fine...why the sphere don't collide with my map?
Any idea?
I don't know of any issue with that (in fact I always use static trimeshes for the levels in my current project, and it works fine). Maybe you could upload your project to some location so that we could take a look.
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