IrrODE - an Irrlicht - ODE wrapper (now with SVN)
Tell me if you have something ready for download. I think I'll add a "projects using IrrOde" list to IrrOde's homepage (would currently be a short list - I only know of my Stunt Marble Racers )
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This time it's a little update. I modified the IrrOdeCar demo, the name of which is now (again) closer to what it is. I added 2 new cars with suspension, one with a rigid axle (use the "Select Car" button), and one with independent wheel suspension for all four wheels (use the "complex car"). The already known car is still available using the "Select Simple Car" button.
I created a new model for the cars (with some varying textures) which shows that I suck as a 3d artist, but that's not the intention of the demo.
I created a new model for the cars (with some varying textures) which shows that I suck as a 3d artist, but that's not the intention of the demo.
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Fixed a nasty little bug: the axes of joints attached to a body with a rotation that is not equal to (0,0,0) are now correct. I found this error when I added the additional cars to the IrrOdeCar demo. Now those are facing different directions, and they all work.
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wtf
Hi, I have a little question about "void CIrrOdeGeomTrimesh::initPhysics()" function from CIrrOdeGeomTrimesh.cpp
Can anyone tell me why the trimesh mass is set trough the "massSetSphereTotal" ?
Shouldnt dMassSetTrimeshTotal be used instead??
Code: Select all
if (m_fMass) {
m_pOdeDevice->massSetZero(m_iMass);
vector3df vSize=pNode->getBoundingBox().getExtent();
//dMassSetTrimeshTotal(&m_cMass,m_fMass,m_iGeomId);
//dMassTranslate(&m_cMass,vSize.X/2,vSize.Y/2,vSize.Z/2);
m_pOdeDevice->massSetSphereTotal(m_iMass,m_fMass,(vSize.X+vSize.Y+vSize.Z)/3);
m_pBody->addMass(m_iMass);
}
Shouldnt dMassSetTrimeshTotal be used instead??
Well ... I have been trying around a lot with the dMassSetTrimeshTotal function, and I never got it working, so I decided to use another method to set the object's mass, and I picked massSetSphereTotal. This way the mass is distributed around the origin of the object in an even way. Maybe I should try the actual Trimesh method again, but I'm afraid this would break my dynamic trimesh bodies.
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if you want i'de be willing to host the svn repository, its much needed.
Live long and phosphor!
-- https://github.com/netpipe/Luna Game Engine Status 95%
-- https://github.com/netpipe/Luna Game Engine Status 95%
OK, I promise I'll start a repository on sourceforge if it's wanted. I'll have to see when I find the time to do that though.
A little update: I enhanced my IrrConfigController code snipped (http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=34584) for the IrrOdeCar demo and uploaded a new version.
A little update: I enhanced my IrrConfigController code snipped (http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=34584) for the IrrOdeCar demo and uploaded a new version.
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OK, I started a project on sourceforge the day before yesterday and finished uploading and updating all files yesterday (was not that easy, messed up the first checkins ).
You can find IrrOde's sourceforge project on http://irrode.sourceforge.net/ (SVN: http://sourceforge.net/projects/irrode/develop).
You can find IrrOde's sourceforge project on http://irrode.sourceforge.net/ (SVN: http://sourceforge.net/projects/irrode/develop).
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Hey dark coder...can i give you a question?Darkcoder wrote:Awesome, my game now works perfectly! So I no longer have any excuses to procrastinate , I'll let you know when I release my game. I've rewritten this so many times and gone through so many physics engines, so it's a huge relief to know there are no issues that stand in my way(until I find them)!
Which kind of map do you use in your game? .3ds, .pk3 or what else? I need to know that because i'm going to break my mind in a collision problem into my game...
@Brainsaw: I've updated the vs2005 at the same address (http://stefano.pierotofy.it/libirrode_vs2005.zip)
Edit: I found (maybe) a bug. You define the function (of a worldnode) setERP & setCFM...but this will get in a linker error because you didn't write the function code (I compiled the source in a lib file and the linker give me an error explaining that the compiler can't find the function)...why?
I use .x .Zurzaza wrote:Hey dark coder...can i give you a question?Darkcoder wrote:Awesome, my game now works perfectly! So I no longer have any excuses to procrastinate , I'll let you know when I release my game. I've rewritten this so many times and gone through so many physics engines, so it's a huge relief to know there are no issues that stand in my way(until I find them)!
Which kind of map do you use in your game? .3ds, .pk3 or what else? I need to know that because i'm going to break my mind in a collision problem into my game...
I thoght I had included all of that ... I'll check that as soon as I find time to do so. I'll add the updated VC2005 project/lib as well.Zurzaza wrote: @Brainsaw: I've updated the vs2005 at the same address (http://stefano.pierotofy.it/libirrode_vs2005.zip)
Edit: I found (maybe) a bug. You define the function (of a worldnode) setERP & setCFM...but this will get in a linker error because you didn't write the function code (I compiled the source in a lib file and the linker give me an error explaining that the compiler can't find the function)...why?
Can you provide a test .pk3 so I can see where the problem comes from?Zurzaza wrote: Ah ok...Please, Can you try load a .pk3 map and watch what happens please? I think that the irrode wrapper has a little bug loading that kind of map...
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