I don't really remember how to do it, but usually I just mix them untill they workIrrlicht.lib
IrrBPLib.lib
BulletSoftBody.lib
BulletDynamics.lib
BulletCollision.lib
LinearMath.lib
irrBP - An Irrlicht - Bullet Physics Wrapper
try:
Working on game: Marrbles (Currently stopped).
The precompiled libraries, that are put in the "windows" package, can only be used with bullet 2.77. Otherwise you need to compile your own libraries.
As you can see Here, only "> Pre-Compiled Bullet 2.77 Windows Libraries" are present.
Try to download the lastest version of bullet (2.77) or to recompile the bullet libraries (I reccomend you to download the lastest version of bullet that contains a lot of bug fixes)
As you can see Here, only "> Pre-Compiled Bullet 2.77 Windows Libraries" are present.
Try to download the lastest version of bullet (2.77) or to recompile the bullet libraries (I reccomend you to download the lastest version of bullet that contains a lot of bug fixes)
irrBP - an Irrlicht - Bullet Physics Wrapper.
The only irrlicht-physics wrapper that uses multithread technology.
The only irrlicht-physics wrapper that uses multithread technology.
Could we please get raycasting support added?
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Raycasting is already included in SVN version of irrBP, and it will be part of a new release (0.4) next mondayent1ty wrote:Could we please get raycasting support added?
@panto: glad to hear that
irrBP - an Irrlicht - Bullet Physics Wrapper.
The only irrlicht-physics wrapper that uses multithread technology.
The only irrlicht-physics wrapper that uses multithread technology.
Zurzaza I think I will not be using your wrapper in my project, not because its bad, but because it adds a bit too much complexity(maybe not the right word here) to my framework.
What I mean that this wrapper as any other wrapper adds another layer on top, and makes it a bit harder to use in my project, simply because it still doesn't have some functionality that I need, so I have to access it the real bullet stuff through functions and do the job there, etc. And also dealing with bullet it self is fun
Would you mind if I use some of your code as a base to my own physics manager?
What I mean that this wrapper as any other wrapper adds another layer on top, and makes it a bit harder to use in my project, simply because it still doesn't have some functionality that I need, so I have to access it the real bullet stuff through functions and do the job there, etc. And also dealing with bullet it self is fun
Would you mind if I use some of your code as a base to my own physics manager?
Working on game: Marrbles (Currently stopped).
Hi serengeor, i really appreciate your help in my project, and I respect your choice. Of course, you can use some of my code in your project, at only one condition: you have to respect the distribution license (Creative Commons 3.0 BY-SA).serengeor wrote:Zurzaza I think I will not be using your wrapper in my project, not because its bad, but because it adds a bit too much complexity(maybe not the right word here) to my framework.
What I mean that this wrapper as any other wrapper adds another layer on top, and makes it a bit harder to use in my project, simply because it still doesn't have some functionality that I need, so I have to access it the real bullet stuff through functions and do the job there, etc. And also dealing with bullet it self is fun
Would you mind if I use some of your code as a base to my own physics manager?
Another question, what functions do you need to use, that aren't included in irrBP?
irrBP - an Irrlicht - Bullet Physics Wrapper.
The only irrlicht-physics wrapper that uses multithread technology.
The only irrlicht-physics wrapper that uses multithread technology.
Oh well I'll work it out on my own then.Zurzaza wrote: Of course, you can use some of my code in your project, at only one condition: you have to respect the distribution license (Creative Commons 3.0 BY-SA).
It's mostly not the missing functions that bother me, but the second layer, as I have already another layer for game objects. And working directly with bullet gives me all the access I needZurzaza wrote: Another question, what functions do you need to use, that aren't included in irrBP?
Working on game: Marrbles (Currently stopped).
Does anybody have a idea how I could implement a simple function like bool OnGround() using IrrBP? I know how to do it with the default Irrlicht collision manager (shoot a ray from character base position to -10 by Y axis from character base position - if collided, then the char is on ground).
Edit.
And I answer myself. It's quite easy, actually.
... where world_ is bulletManager->getWorld()->getBulletWorldPtr().
Edit.
And I answer myself. It's quite easy, actually.
Code: Select all
btVector3 btPosFrom = irrVectorToBulletVector( posFrom );
btVector3 btPosTo = irrVectorToBulletVector( posTo ) );
btCollisionWorld::ClosestRayResultCallback rayCallBack( btPosFrom, btPosTo );
world_->rayTest( btPosFrom, btPosTo, rayCallBack );
if( rayCallBack.hasHit() )
printf( "hit" );
else
printf( "not hit" );
you can also use the svn version of the wrapper (or the next 0.4, that is coming soon) to directly ray-test without using the raw functionpanto wrote:Does anybody have a idea how I could implement a simple function like bool OnGround() using IrrBP? I know how to do it with the default Irrlicht collision manager (shoot a ray from character base position to -10 by Y axis from character base position - if collided, then the char is on ground).
Edit.
And I answer myself. It's quite easy, actually.
... where world_ is bulletManager->getWorld()->getBulletWorldPtr().Code: Select all
btVector3 btPosFrom = irrVectorToBulletVector( posFrom ); btVector3 btPosTo = irrVectorToBulletVector( posTo ) ); btCollisionWorld::ClosestRayResultCallback rayCallBack( btPosFrom, btPosTo ); world_->rayTest( btPosFrom, btPosTo, rayCallBack ); if( rayCallBack.hasHit() ) printf( "hit" ); else printf( "not hit" );
irrBP - an Irrlicht - Bullet Physics Wrapper.
The only irrlicht-physics wrapper that uses multithread technology.
The only irrlicht-physics wrapper that uses multithread technology.
Last night, i uploaded the lastest version of irrBP.
New Features:
> Multithreaded Bullet (Bullet has some leaks [about 300-400 bytes] when using multithread, sorry but i can't solve them)
> Lot of bug fixes
> Camera Scene Node (Beta)
> Source code more clean
New Features:
> Multithreaded Bullet (Bullet has some leaks [about 300-400 bytes] when using multithread, sorry but i can't solve them)
> Lot of bug fixes
> Camera Scene Node (Beta)
> Source code more clean
irrBP - an Irrlicht - Bullet Physics Wrapper.
The only irrlicht-physics wrapper that uses multithread technology.
The only irrlicht-physics wrapper that uses multithread technology.
try valgrind if you have a linux machine, it should give you some hints where to look at.Zurzaza wrote: New Features:
> Multithreaded Bullet (Bullet has some leaks [about 300-400 bytes] when using multithread, sorry but i can't solve them)
Working on game: Marrbles (Currently stopped).
I tried MLD (Valgrind for visual studio), but it seems that the leak is inside the core of bullet, I tried to remove it, but without success.serengeor wrote:try valgrind if you have a linux machine, it should give you some hints where to look at.Zurzaza wrote: New Features:
> Multithreaded Bullet (Bullet has some leaks [about 300-400 bytes] when using multithread, sorry but i can't solve them)
irrBP - an Irrlicht - Bullet Physics Wrapper.
The only irrlicht-physics wrapper that uses multithread technology.
The only irrlicht-physics wrapper that uses multithread technology.