IPhysics - Newton/Irrlicht framework

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Coolkat88
Posts: 30
Joined: Tue Oct 03, 2006 3:14 pm

Post by Coolkat88 »

Killer, it's open source... the source code is included in the download.
KillerXX7
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Location: Russian Federation
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Post by KillerXX7 »

oohmy... Excuse, has not seen a folder "sources" :D
The question is solved.
Think Fast, Act Right... OR Be Dead :)
RapchikProgrammer
Posts: 279
Joined: Fri Dec 24, 2004 6:37 pm

Post by RapchikProgrammer »

When to expect an update, nick_japan! IPhysics is gonna power my game's physics so i definetly need character support for it to be useful for me!
Nick_Japan
Posts: 98
Joined: Mon Dec 13, 2004 11:47 am
Location: Japan

Post by Nick_Japan »

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!
Image Image
sio2
Competition winner
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Joined: Thu Sep 21, 2006 5:33 pm
Location: UK

Post by sio2 »

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!
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!

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... :wink:
jacky
Posts: 13
Joined: Wed Oct 04, 2006 7:08 pm

Post by jacky »

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:

Code: Select all


using namespace irr::physics;

IPhysicsDriver* physics = createPhysicsDriver(EPDT_NEWTON, 0.98f);

ICollision* col1 = physics->getBoxCollision(...);
IBody* bod1 = physics->getDynamicBody(..., ..., ..., ...);

...

physics->update("...");
that would, in my eyes, just be great.


just my 2 cents :> do what ever you want and have fun :D
sio2
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Location: UK

Post by sio2 »

I'm seeing a problem in Example2 (in the IPhysics download). The terrain is bigger than Newton's default world size so stuff only seems to move in a corner of the terrain. I think you need to call NewtonSetWorldSize.
strale
Posts: 119
Joined: Wed Nov 23, 2005 1:58 pm
Location: Lambrugo Italy
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Post by strale »

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
XFactor
Posts: 39
Joined: Fri Jun 03, 2005 5:30 am

Post by XFactor »

First off, great job, this is going to be really helpful for a lot of people

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;
}
I have that simple app. There is nothing in it and when I compile it gives me this link error:

Code: Select all

LINK : fatal error LNK1196: invalid or corrupt import object: unknown version
Error executing link.exe.
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
IRRLICHT ROCKS!!!!
RapchikProgrammer
Posts: 279
Joined: Fri Dec 24, 2004 6:37 pm

Post by RapchikProgrammer »

Try using the latest downloadable version of irrlicht! Not the svn and nor any older version! Cause i think the problem is in you using a wrong version of irrlicht! And dont include newton if ur not using it!
XFactor
Posts: 39
Joined: Fri Jun 03, 2005 5:30 am

Post by XFactor »

I'm using Irrlicht 1.1 - the latest version. I also took out the Newon stuff.
I still receive the same error.

Edit:
Im using IPhysics 1.2 and Newton SDK 1.53

Hope that gives a bit more information.

-Thanks
IRRLICHT ROCKS!!!!
XFactor
Posts: 39
Joined: Fri Jun 03, 2005 5:30 am

Post by XFactor »

Hmm..I can't get this. Which version of Newton did you use?
IRRLICHT ROCKS!!!!
strale
Posts: 119
Joined: Wed Nov 23, 2005 1:58 pm
Location: Lambrugo Italy
Contact:

Post by strale »

hi
my istallation of newotn is: NewtonGameDinamics 1.5

cheers
XFactor
Posts: 39
Joined: Fri Jun 03, 2005 5:30 am

Post by XFactor »

Well, in my other post, I said what version I was using. The seem to be the same. Everything is the right version but that error is still there.
IRRLICHT ROCKS!!!!
chauty
Posts: 1
Joined: Mon Dec 04, 2006 10:17 am

Post by chauty »

Hello Everyboby,

Have you ever see :

fatal error LNK1262: link failed due to mismatched versions of 'C:\Program Files\MSV.NET2003\Vc7\bin\c2.dll' and LINK.EXE

when you try to compile with IPhysics ?

Perhaps due to IPhysics.lib version ?

Thanks
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