Well ya this is exactly how i was thinking of doing this, but now when i come to think of it it needs someone who is really good with both the physics engines to make this kind of library! I thought i could just make one for newton then someone else can add a physx version, but to make this library work it needs to have its own base, which will calculate data in its format before passing it on! Its a lot of work, but if someone knows both the engines he shud do it!// start iphysics
CPhysics physics;
physics.init(PhysX);
IPhysics - Newton/Irrlicht framework
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.a File for Irrlicht 1.2, IPhysics 1.2, and Newton 1.53 here : www.ultimate-ownage.com/IPhysics.a
Hope that helps someone.
Hope that helps someone.
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- Joined: Wed Nov 29, 2006 1:41 am
HI
I am getting the following compile error:
fatal error LNK1262: link failed due to mismatched versions of 'C:\Program Files\MSV.NET2003\Vc7\bin\c2.dll' and LINK.EXE
I saw this question asked a couple of times by others, but never saw an answer.
I'm using visual studio 2003 & Irrlicht 1.1
I have used project files that work for all my other irrlicht examples, and setup the include and library paths for IPhysics and Newton (I think )
Any ideas guys ?
I am getting the following compile error:
fatal error LNK1262: link failed due to mismatched versions of 'C:\Program Files\MSV.NET2003\Vc7\bin\c2.dll' and LINK.EXE
I saw this question asked a couple of times by others, but never saw an answer.
I'm using visual studio 2003 & Irrlicht 1.1
I have used project files that work for all my other irrlicht examples, and setup the include and library paths for IPhysics and Newton (I think )
Any ideas guys ?
Last edited by dazedandconfused on Sat Dec 16, 2006 12:00 am, edited 1 time in total.
Something more like// start iphysics
CPhysics physics;
physics.init(PhysX);
Code: Select all
IPhysicsDevice* pDevice = createPhysicsDevice(EPDT_PHYSX);
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I have always had a problem with character controller, so its becoming really difficult for me to implement it! As soon as its done ill upload it! Currently, i have added materials and joints, but joints are not working properly for some reason! Neways, ill try to do it as soon as i can! I hope nick_japan can do it before me!
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yeah! you read my recent post here?RabidLockerGnome wrote:Something more like// start iphysics
CPhysics physics;
physics.init(PhysX);
Code: Select all
IPhysicsDevice* pDevice = createPhysicsDevice(EPDT_PHYSX);
http://irrlicht.sourceforge.net/phpBB2/ ... &start=105
we really need someone to create such a library!
I've been working on an implementation of PhysX for IPhysics since my last post here on this thread.
I've started by looking at dmitrii's jf2 implementation as a reference/ something to start from. Well, after looking at jf2 code, it's like a bowl of spaghetti with meat balls in it. There are so many inconsistencies and unneccessary code sprinkled all over the place. I'm surprised that it even works.
Jf2's documentation is nil. Not all is bad though, it's the only implementation of PhysX for Irrlicht so I can't knock dmitrii for his efforts so far with jf2. And in time, jf2 may mature into a formidable solution for irrlicht users who want to incorporate PhysX into their project.
Next, I took a look at Ogre3D's physX implementation, NxOgre. It's like night and day compared to jf2. The code and design of NxOgre are well thought out and implemented. It has a professional sheen to it much like irrlicht's code.
So, it's going to take some time to study the three implementation and put together an implementation that is as structurely elegant as NxOgre but with the simplicity of IPhysics.
I've started by looking at dmitrii's jf2 implementation as a reference/ something to start from. Well, after looking at jf2 code, it's like a bowl of spaghetti with meat balls in it. There are so many inconsistencies and unneccessary code sprinkled all over the place. I'm surprised that it even works.
Jf2's documentation is nil. Not all is bad though, it's the only implementation of PhysX for Irrlicht so I can't knock dmitrii for his efforts so far with jf2. And in time, jf2 may mature into a formidable solution for irrlicht users who want to incorporate PhysX into their project.
Next, I took a look at Ogre3D's physX implementation, NxOgre. It's like night and day compared to jf2. The code and design of NxOgre are well thought out and implemented. It has a professional sheen to it much like irrlicht's code.
So, it's going to take some time to study the three implementation and put together an implementation that is as structurely elegant as NxOgre but with the simplicity of IPhysics.
Clicking on LNK1262 in the Output window and pressing F1, the help file then gives some information on this error. It says:dazedandconfused wrote:Any ideas on this compile error ??
I'm using visual studio 2003 & irrlicht 1.1fatal error LNK1262: link failed due to mismatched versions of 'C:\Program Files\MSV.NET2003\Vc7\bin\c2.dll' and LINK.EXE
thanks guys !
To me, this says "all bets are off". Without more information I'd suggest a reinstall of Visual Studio.Your computer has a mismatched compiler/linker. For example, LINK.EXE and C2.DLL communicate via an interface, and if the interface versions don't match, the linker emits this error.
Also, it may be an idea to get the latest version of Irrlicht: 1.2.
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Well visual studio betrayed me! I had included hinge joints and was trying to do character controller when during saving vs gave an error and shut down and when i opened the workspace again, CPhysics.cpp was empty!!! I had an old backup wid nothing! So rit now i have no idea wat i am gonna do tho, so here is that old backup neated out a bit! IPhysics now supports debugging and materials!
http://www.sendspace.com/file/6fxl0l
http://www.sendspace.com/file/6fxl0l
Leak?
Hi there
I'm really loving IPhysics, and I've been able to get it working quite nicely.
However, I have a little problem...
I have the CRT memory leak detector routine running on my applcation, and even after delete'ing and close()'ing (in reverse order of course) IPhysics, I receive literally hundreds of notifications of memory leaks - all supposedly allocated but uninitialized memory on the heap.
I can turn off IPhysics, and they disappear, so it definitely thinks the leak is in IPhysics somewhere.
Here's a little taster of the report: (Even with new redefined with __LINE__ and __FILE__, it refused to give any more info, so source of the leak is hard to define):
Is this likely to be a genuine leak, or is the CRT just freaking out because Newton uses malloc and free?
I'm not accusing your code of leaking, I just wanted to check whether this is a known problem, or whether the CRT is smoking something
Thanks
(sorry about the long code snippet)
I'm really loving IPhysics, and I've been able to get it working quite nicely.
However, I have a little problem...
I have the CRT memory leak detector routine running on my applcation, and even after delete'ing and close()'ing (in reverse order of course) IPhysics, I receive literally hundreds of notifications of memory leaks - all supposedly allocated but uninitialized memory on the heap.
I can turn off IPhysics, and they disappear, so it definitely thinks the leak is in IPhysics somewhere.
Here's a little taster of the report: (Even with new redefined with __LINE__ and __FILE__, it refused to give any more info, so source of the leak is hard to define):
Code: Select all
Detected memory leaks!
Dumping objects ->
{407} normal block at 0x01B47A30, 72 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{406} normal block at 0x01B469D0, 4128 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{405} normal block at 0x01B46950, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{404} normal block at 0x01B468D0, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{403} normal block at 0x01B46868, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{402} normal block at 0x01B467E0, 72 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{401} normal block at 0x01B45780, 4128 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{400} normal block at 0x01B45700, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{399} normal block at 0x01B45680, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{398} normal block at 0x01B45618, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{397} normal block at 0x01B45590, 72 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{396} normal block at 0x01B44530, 4128 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{395} normal block at 0x01B444B0, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{394} normal block at 0x01B44430, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{393} normal block at 0x01B443C8, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{388} normal block at 0x01B44348, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{387} normal block at 0x01B442C8, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{386} normal block at 0x01B44260, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{384} normal block at 0x01B44000, 548 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{383} normal block at 0x01B43F80, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{382} normal block at 0x01B43F00, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{381} normal block at 0x01B43E98, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{380} normal block at 0x01C20040, 3250976 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{379} normal block at 0x01B43E10, 72 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{378} normal block at 0x01B42DB0, 4128 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{377} normal block at 0x01B42D30, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{376} normal block at 0x01B42CB0, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{375} normal block at 0x01B42C48, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{374} normal block at 0x01B42BC8, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{373} normal block at 0x01B42B48, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{372} normal block at 0x01B42AE0, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{371} normal block at 0x01B42A58, 72 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{370} normal block at 0x01B40DC8, 7248 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{369} normal block at 0x01B40D48, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{368} normal block at 0x01B40CC8, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{367} normal block at 0x01B40C60, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{366} normal block at 0x01B40BE0, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{365} normal block at 0x01B40B60, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{364} normal block at 0x01B40AF8, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{363} normal block at 0x01B40A70, 72 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{362} normal block at 0x01B3D1E0, 14416 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{361} normal block at 0x01B3D160, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{360} normal block at 0x01B3D0E0, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{359} normal block at 0x01B3D078, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{358} normal block at 0x01B3CFF8, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{357} normal block at 0x01B3CF78, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{356} normal block at 0x01B3CF10, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{355} normal block at 0x01B3CE88, 72 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{354} normal block at 0x01B395F8, 14416 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{353} normal block at 0x01B39578, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{352} normal block at 0x01B394F8, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{351} normal block at 0x01B39490, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{350} normal block at 0x01B39410, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{349} normal block at 0x01B39390, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{348} normal block at 0x01B39328, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{347} normal block at 0x01B392A0, 72 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{346} normal block at 0x01B35A10, 14416 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{345} normal block at 0x01B35990, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{344} normal block at 0x01B35910, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{343} normal block at 0x01B358A8, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{342} normal block at 0x01B35828, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{341} normal block at 0x01B357A8, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{340} normal block at 0x01B35740, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{339} normal block at 0x01B356B8, 72 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{338} normal block at 0x01B31E28, 14416 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{337} normal block at 0x01B31DA8, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{336} normal block at 0x01B31D28, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{335} normal block at 0x01B31CC0, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{334} normal block at 0x01B31C40, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{333} normal block at 0x01B31BC0, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{332} normal block at 0x01B31B58, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{331} normal block at 0x01B31AD0, 72 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{330} normal block at 0x01B2E240, 14416 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{329} normal block at 0x01B2E1C0, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{328} normal block at 0x01B2E140, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{327} normal block at 0x01B2E0D8, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{326} normal block at 0x01B2E058, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{325} normal block at 0x01B2DFD8, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{324} normal block at 0x01B2DF70, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{323} normal block at 0x01B2DEE8, 72 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{322} normal block at 0x01B29E58, 16464 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{321} normal block at 0x01B29DD8, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{320} normal block at 0x01B29D58, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{319} normal block at 0x01B29CF0, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{318} normal block at 0x01B29C70, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{317} normal block at 0x01B29BF0, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{316} normal block at 0x01B29B88, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{315} normal block at 0x01B29B08, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{314} normal block at 0x01B29A88, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{313} normal block at 0x01B29A20, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{312} normal block at 0x01B29998, 72 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{311} normal block at 0x01B28508, 5200 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{310} normal block at 0x01B28488, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{309} normal block at 0x01B28408, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{308} normal block at 0x01B283A0, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{307} normal block at 0x01B28320, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{306} normal block at 0x01B282A0, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{305} normal block at 0x01B28238, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{304} normal block at 0x01B281B0, 72 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{303} normal block at 0x01B20520, 31824 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{302} normal block at 0x01B204A0, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{301} normal block at 0x01B20420, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{300} normal block at 0x01B203B8, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{299} normal block at 0x01B20338, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{298} normal block at 0x01B202B8, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{297} normal block at 0x01B20250, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{296} normal block at 0x01B201D0, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{295} normal block at 0x01B20150, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{294} normal block at 0x01B200E8, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{293} normal block at 0x01B20068, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{292} normal block at 0x00D7FFA0, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{291} normal block at 0x00D7FF38, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{290} normal block at 0x00D7FEB8, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{289} normal block at 0x00D7FE38, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{288} normal block at 0x00D7FDD0, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{287} normal block at 0x00D7FD60, 52 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{286} normal block at 0x00D7FCE0, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{285} normal block at 0x00D7FC60, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{284} normal block at 0x00D7FBF8, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{283} normal block at 0x00D7FB70, 72 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{282} normal block at 0x00D7EB10, 4128 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{281} normal block at 0x00D7EA90, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{280} normal block at 0x00D7EA10, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{279} normal block at 0x00D7E9A8, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{278} normal block at 0x00D7E928, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{277} normal block at 0x00D7E8A8, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{276} normal block at 0x00D7E840, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{275} normal block at 0x00D7E500, 768 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{274} normal block at 0x00D7E478, 72 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{273} normal block at 0x00D7D418, 4128 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{272} normal block at 0x00D7D390, 72 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{271} normal block at 0x00D7B410, 8000 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{270} normal block at 0x00D7B390, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{269} normal block at 0x00D7B310, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{268} normal block at 0x00D7B2A8, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{267} normal block at 0x00D7B228, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{266} normal block at 0x00D7B1A8, 68 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
{265} normal block at 0x00D7B140, 40 bytes long.
Data: < > CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD
Object dump complete.
I'm not accusing your code of leaking, I just wanted to check whether this is a known problem, or whether the CRT is smoking something
Thanks
(sorry about the long code snippet)
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- Posts: 34
- Joined: Sat Jul 30, 2005 9:45 am
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iPhysics looks like a great wrapper around newton, had a quick play with it and got it into a custom project with spheres, cubes and the test car thingy driving around in one scene (on a lightmapped my3d mesh) all working very nicely.
however 2 things I need to know before using it further:
1. Is it currently only supporting abitrary meshes that are static (ie the "levels" or what have you meshes). If I need a dynamic object that moves around the world, hitting other things and it is NOT a test sphere, test Cube or car how would I get it in using iphysics interface?? (Would I need to edit the sourcecode of i-physics and set it up there).
I just want a mesh that isn't a testnode to be moving around and reacting dynamically (as the spheres and cubes do currently). I have no problem with "static" meshes that don't react to anything but are collided with ok.
2. I've been using it with the supplied irrlicht dll and compiling against 1.2 irrlicht code. If I go back to my very customised irrlicht code (mostly based on 0.12!!!) will i-physics work ok with this or does it depend on fixes/advances in later irrlicht revisions.
Rgds and thanks for hard work!
however 2 things I need to know before using it further:
1. Is it currently only supporting abitrary meshes that are static (ie the "levels" or what have you meshes). If I need a dynamic object that moves around the world, hitting other things and it is NOT a test sphere, test Cube or car how would I get it in using iphysics interface?? (Would I need to edit the sourcecode of i-physics and set it up there).
I just want a mesh that isn't a testnode to be moving around and reacting dynamically (as the spheres and cubes do currently). I have no problem with "static" meshes that don't react to anything but are collided with ok.
2. I've been using it with the supplied irrlicht dll and compiling against 1.2 irrlicht code. If I go back to my very customised irrlicht code (mostly based on 0.12!!!) will i-physics work ok with this or does it depend on fixes/advances in later irrlicht revisions.
Rgds and thanks for hard work!
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- Joined: Sat Jul 30, 2005 9:45 am
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To clarify, I can load any mesh and surround it with a cube/sphere bounding (collision box) by adding sphere/cube but there is no cylinder type? or anyway to use cusom collision geomtry (simplified around a complicated mesh)?
Edit > ok iv'e looked at the source (rather than the docs) and found that it was simple enough to add in the missing "cylinder" functionality and include the files in my test project so now I have A SPhysicsCylinder with radius and height.
Edit > ok iv'e looked at the source (rather than the docs) and found that it was simple enough to add in the missing "cylinder" functionality and include the files in my test project so now I have A SPhysicsCylinder with radius and height.