IrrODE - an Irrlicht - ODE wrapper (now with SVN)
Oops ... seems that I added my personal control config file to the repository. I'll upload the initial file when I'm back home (am currently at work). In the meantime you can simply delete the "data/irrOdeCarControls.xml" file. On the next program start the initial (key) controls should be used. You can then modify those controls using the "controller config" button (i think that's the text, but it the lowermost button anyways).
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Nice to see it's working on the Mac as well.
Next step on my ToDo list is some internal changes. Currently the scenenery tree is completely broken up in order to make it work, I'm currently looking for ways to avoid this.
Next step on my ToDo list is some internal changes. Currently the scenenery tree is completely broken up in order to make it work, I'm currently looking for ways to avoid this.
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@Zurzaza: would be cool if you compiled the latest version (see below).
New version online since yesterday:
* fixed some nasty bug with CIrrOdeJointSlider and joints in general
* removed deprecated and unused geom parameter "isSurfaceMaster"
* added some ODE functions to CIrrOdeBody, IIrrOdeDevice and it's implementations
* improved the IrrOdeMarble and the IrrOdeCar demo
* updated IrrOdEdit project
New version online since yesterday:
* fixed some nasty bug with CIrrOdeJointSlider and joints in general
* removed deprecated and unused geom parameter "isSurfaceMaster"
* added some ODE functions to CIrrOdeBody, IIrrOdeDevice and it's implementations
* improved the IrrOdeMarble and the IrrOdeCar demo
* updated IrrOdEdit project
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I've done a video of the complete flying circuit + shooting target with bomb + landing with the plane
http://www.youtube.com/watch?v=nMqmk7OVooM
http://www.youtube.com/watch?v=nMqmk7OVooM
I'll watch the video when I'm back home. No good idea to access youtube from work (where I currently am ).
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ok, i'll do it tonight, because i need new lib too. I'm at work now...i'll tell you when my new lib is compiled...Nice work again brainsaw!Brainsaw wrote:@Zurzaza: would be cool if you compiled the latest version (see below).
New version online since yesterday:
* fixed some nasty bug with CIrrOdeJointSlider and joints in general
* removed deprecated and unused geom parameter "isSurfaceMaster"
* added some ODE functions to CIrrOdeBody, IIrrOdeDevice and it's implementations
* improved the IrrOdeMarble and the IrrOdeCar demo
* updated IrrOdEdit project
@stefbuet: nice video. I always enjoy to see others use what I developed.
Another small update: you can now specify a name for the parameters of bodies and reuse them with other bodies (there is a "useDefined" flag). This feature is available in the IrrOdEdit plugin.
Another small update: you can now specify a name for the parameters of bodies and reuse them with other bodies (there is a "useDefined" flag). This feature is available in the IrrOdEdit plugin.
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Hi,
I updated the README.txt for irrODE/XCode. Here is the latest version:
http://bluecat.fileave.com/irrOde/README.txt
@fabietto: Please try this out to check if I forgot something. If it works, maybe Brainsaw could update this in the SVN repository.
I updated the README.txt for irrODE/XCode. Here is the latest version:
http://bluecat.fileave.com/irrOde/README.txt
@fabietto: Please try this out to check if I forgot something. If it works, maybe Brainsaw could update this in the SVN repository.
I'll add this version to the repository.
Edit: the new README.txt is added to the repository. Thanks@bluecat.
Edit: the new README.txt is added to the repository. Thanks@bluecat.
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A new version online (homepage+SVN):
* added a flag "updateGraphics" to CIrrOdeBody. With this flag you can disable the automatic update of the graphical representation of an ODE body. This is useful for "dummy bodies" that are just used to have more than one joint connect two bodies (e.g. a slider and hinge for a car's wheels)
This flag is the result of thinking about irrOdeNet, the next addon I am planning to do. It is already working in Stunt Marble Racers (it's brute force, but works as it should ... at least in low ping situations). Bodies that don't need a graphical update don't need to be synced over the network as well. Next step is to pack the updates necessary for an object (e.g. for a car) into a single event that can be sent over the network as a single message to prevent strange results (e.g. wheels being updated and packet for car body lost)
* added a "collision group" value to CIrrOdeGeom. Geoms with the same value not equal to zero won't collide. Useful for dummy bodies, e.g. to make sure the car's wheels don't collide with anything else of the car
When I improved the car I realized that if bodies are joint together with an intermediate object and another joint the will collide (objects that are joint directly won't), so I added this.
* added a flag "updateGraphics" to CIrrOdeBody. With this flag you can disable the automatic update of the graphical representation of an ODE body. This is useful for "dummy bodies" that are just used to have more than one joint connect two bodies (e.g. a slider and hinge for a car's wheels)
This flag is the result of thinking about irrOdeNet, the next addon I am planning to do. It is already working in Stunt Marble Racers (it's brute force, but works as it should ... at least in low ping situations). Bodies that don't need a graphical update don't need to be synced over the network as well. Next step is to pack the updates necessary for an object (e.g. for a car) into a single event that can be sent over the network as a single message to prevent strange results (e.g. wheels being updated and packet for car body lost)
* added a "collision group" value to CIrrOdeGeom. Geoms with the same value not equal to zero won't collide. Useful for dummy bodies, e.g. to make sure the car's wheels don't collide with anything else of the car
When I improved the car I realized that if bodies are joint together with an intermediate object and another joint the will collide (objects that are joint directly won't), so I added this.
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