bullet irrlicht demo

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Nash94
Posts: 20
Joined: Fri Aug 31, 2012 3:21 pm

Re: bullet irrlicht demo

Post by Nash94 »

Even to this day this seems to be the best tutorial, using Irrlicht with Bullet, I don't think there are any other to be honest.
serengeor
Posts: 1712
Joined: Tue Jan 13, 2009 7:34 pm
Location: Lithuania

Re: bullet irrlicht demo

Post by serengeor »

Nash94 wrote:Even to this day this seems to be the best tutorial, using Irrlicht with Bullet, I don't think there are any other to be honest.
Using bullet with irrlicht is actually pretty much the same as using it alone, or with any other graphics library. There was some post from me that included a sample also on how to get bullet working with irrlicht.
Working on game: Marrbles (Currently stopped).
Firewolf
Posts: 5
Joined: Sun Feb 03, 2013 7:08 pm

Re: bullet irrlicht demo

Post by Firewolf »

Thanks for the demo. Helps a lot.
But... I of course need to use collision detection on meshes... And unfortunately those links at the beginning of this thread no longer work. Or, not all of them, anyway. Looks like files have changed. Might giving some updated links for converting meshes?
Jacky_J
Posts: 55
Joined: Fri Apr 27, 2007 5:01 am

Re: bullet irrlicht demo

Post by Jacky_J »

The closest thing to that old link:
https://github.com/jazztickets/irrlamb/ ... lision.cpp

A static collision mesh is just like creating a cube or sphere rigid body, except the shape is btTriangleIndexVertexArray and the mass is zero.

More up to date example:
https://github.com/jazztickets/ogrelamb ... lision.cpp

and object creation code:
https://github.com/jazztickets/ogrelamb ... object.cpp

And the tool used to create the .col file (which is really just a binary .obj file)
https://github.com/jazztickets/ogrelamb ... h/main.cpp
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