IPhysics - Newton/Irrlicht framework
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- Posts: 98
- Joined: Mon Dec 13, 2004 11:47 am
- Location: Japan
Character control would be very much appreciated. It was the main thing that was missing when I downloaded the latest version a few days ago. Gotta have ragdolls!Nick_Japan wrote:Sorry all for lack of updates recently - my laptop broke 3 weeks ago, but should get it back any day now. I have started implementing character control, so shouldn't be long now. Don't worry, IPhysics is very much alive!
BTW Acki's Irrlicht Extensions may be of interest to you. He has ragdoll character control, but had to alter core Irrlicht slightly in order to get/set bones, IIRC. Just thought I'd mention it...
Character control is also very much important for me, i'll take a closer look at this great project if you finished it
thanks for your work so far :>
just one question: why don't you use the OO-System which is typically for irrlicht, it would be very cool if your interface would be similiar to irrlichts.
so for example, one could use it like this:
that would, in my eyes, just be great.
just my 2 cents :> do what ever you want and have fun
thanks for your work so far :>
just one question: why don't you use the OO-System which is typically for irrlicht, it would be very cool if your interface would be similiar to irrlichts.
so for example, one could use it like this:
Code: Select all
using namespace irr::physics;
IPhysicsDriver* physics = createPhysicsDriver(EPDT_NEWTON, 0.98f);
ICollision* col1 = physics->getBoxCollision(...);
IBody* bod1 = physics->getDynamicBody(..., ..., ..., ...);
...
physics->update("...");
just my 2 cents :> do what ever you want and have fun
Hi all
Great! i succeded in unsing with codeblocks using twentytortures's library.a
Thanks Nick_Japan for your product.
im using it to test the accellerometrs related to a moving vehicle.
i noticed that when i get the vector of rotation
vRot = car->getRotation()
when i move the car with the key A and D
i see the angle
vRot.Y changing only from 0 to 90 and from 360 to 270 degree
for istance instead of having 110 degree i got 80 degree
i expected that the rotation on Y axe goes from 0 degree to 360
as i m no expertise in 3d world my be i m wron in something
does someone noticed about it?
could this bee due to quaternions?
how could be possible to get rotation from 0 to 360 ?
bye
Great! i succeded in unsing with codeblocks using twentytortures's library.a
Thanks Nick_Japan for your product.
im using it to test the accellerometrs related to a moving vehicle.
i noticed that when i get the vector of rotation
vRot = car->getRotation()
when i move the car with the key A and D
i see the angle
vRot.Y changing only from 0 to 90 and from 360 to 270 degree
for istance instead of having 110 degree i got 80 degree
i expected that the rotation on Y axe goes from 0 degree to 360
as i m no expertise in 3d world my be i m wron in something
does someone noticed about it?
could this bee due to quaternions?
how could be possible to get rotation from 0 to 360 ?
bye
First off, great job, this is going to be really helpful for a lot of people
I have a problem though:
I have that simple app. There is nothing in it and when I compile it gives me this link error:
Im using MSVC 6.0.
I guess it has something to do with the wrong version, but I have no clue where to start looking. It gives the error at:
#pragma comment (lib, "IPhysics.lib")
Any suggestions?
-Thank you
I have a problem though:
Code: Select all
#include <irrlicht.h>
#include <Newton.h>
#include <IPhysics.h>
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
#pragma comment(lib, "Irrlicht.lib")
#pragma comment(lib, "Newton.lib")
#pragma comment(lib, "IPhysics.lib")
int main()
{
IrrlichtDevice *device =
createDevice(EDT_SOFTWARE2, dimension2d<s32>(640, 480), 16,
false, false, false, 0);
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
while(device->run())
{
driver->beginScene(true, true, SColor(255,100,101,140));
smgr->drawAll();
driver->endScene();
}
device->drop();
return 0;
}
Code: Select all
LINK : fatal error LNK1196: invalid or corrupt import object: unknown version
Error executing link.exe.
I guess it has something to do with the wrong version, but I have no clue where to start looking. It gives the error at:
#pragma comment (lib, "IPhysics.lib")
Any suggestions?
-Thank you
IRRLICHT ROCKS!!!!
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- Posts: 279
- Joined: Fri Dec 24, 2004 6:37 pm