Hello,
I am unable to find any physics wrapper that work with the recent version of irrlicht 1.8. Can anybody please direct me to PHYSX wrapper or BULLET wrapper
that work with iRRlicht version 1.8 ?
Thanks,
Physics for irrlicht 1.8 ?
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Re: Physics for irrlicht 1.8 ?
Just recompile them, there are not so many API changes IMHO.
Re: Physics for irrlicht 1.8 ?
I'd recommend just using Bullet without a wrapper. All you have to do is setup your includes, lib, and dependencies which can be tricky. But once that works, creating a physics world for your Irrlicht device is simple:
Code: Select all
#include <irrlicht.h>
#include <btBulletCollisionCommon.h>
#include <btBulletDynamicsCommon.h>
int main()
{
IrrlichtDevice *device =
createDevice( video::EDT_OPENGL, dimension2d<u32>(640, 480), 16, false, false, false, 0);
// BULLET PHYSICS
btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration ();
btBroadphaseInterface* broadPhase = new btAxisSweep3 (btVector3 (-1024, -1024, -1024), btVector3 (1024, 1024, 1024));
btCollisionDispatcher* dispatcher = new btCollisionDispatcher (collisionConfiguration);
btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver ();
btDiscreteDynamicsWorld* world = new btDiscreteDynamicsWorld (dispatcher, broadPhase, solver, collisionConfiguration);
while(device->run())
{
driver->beginScene(true, true, SColor(255,100,101,140));
// do work...
driver->endScene();
}
device->drop();
return 0;
}
Re: Physics for irrlicht 1.8 ?
I agree. Though then you would be writing your own wrapper, but at least you'd have full control of it.oringe wrote:I'd recommend just using Bullet without a wrapper.
Working on game: Marrbles (Currently stopped).