IrrODE - an Irrlicht - ODE wrapper (now with SVN)

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bluecat
Posts: 17
Joined: Tue Sep 22, 2009 10:29 pm

Post by bluecat »

Ah, well. I switched off debug mode in ODE, now the car demo loads up.
But the controls are all set for JOYSTICK, which I don't have :(

Do you happen to have a configuration file for keyboard floating around? :wink:
Brainsaw
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Location: Bavaria

Post by Brainsaw »

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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bluecat
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Joined: Tue Sep 22, 2009 10:29 pm

Post by bluecat »

Thank you! I removed the file and all works now. Thanks for this cool demo project. You created a really nice terrain here, it's already fun to play around with all the vehicles, congratulations!! :D

And thanks for the help so I could get it to work...
Brainsaw
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Post by Brainsaw »

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.
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Zurzaza
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Post by Zurzaza »

Edit: sorry, my fault.

@Brainsaw: I'm going to upload the newer version of "vc2005 irrode". ;)
Brainsaw
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Location: Bavaria

Post by Brainsaw »

@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
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stefbuet
Competition winner
Posts: 495
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Location: france

Post by stefbuet »

I've done a video of the complete flying circuit + shooting target with bomb + landing with the plane :D
http://www.youtube.com/watch?v=nMqmk7OVooM
Brainsaw
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Post by Brainsaw »

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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Zurzaza
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Post by Zurzaza »

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
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
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Location: Bavaria

Post by Brainsaw »

@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.
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fabietto
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Post by fabietto »

Hey Bluecat,

as a Mac user who - a few months ago - unsuccessfully attempted to use irrOde I think it would be really GREAT if you might find the time to write a small tutorial about it (possibly starting from the compiling of ODE and then moving on...) :)
bluecat
Posts: 17
Joined: Tue Sep 22, 2009 10:29 pm

Post by bluecat »

Hi fabietto,
that is no problem at all. I will try to write it down soon.
bluecat
Posts: 17
Joined: Tue Sep 22, 2009 10:29 pm

Post by bluecat »

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.
Brainsaw
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Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Post by Brainsaw »

I'll add this version to the repository.

Edit: the new README.txt is added to the repository. Thanks@bluecat.
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Brainsaw
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Post by Brainsaw »

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.
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